chenxin
2020-11-06 fe4457c2ff07dcea1cccd6886188a334ef9c196b
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -236,6 +236,16 @@
        public event Action GameOverEvent;
        /// <summary>
        /// 塔升级特效预制体
        /// </summary>
        public GameObject TowerUpgradeEffectPrefab;
        /// <summary>
        /// 宝石出现特效预制体
        /// </summary>
        public GameObject TowerAppearEffectPrefab;
        public IPlacementArea selfTowerPlaceArea
        {
            get
@@ -632,6 +642,29 @@
        }
        /// <summary>
        /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生
        /// </summary>
        /// <param name="pinfo"></param>
        /// <returns></returns>
        protected bool IsSubstitute(PointerInfo pinfo)
        {
            if (!m_CurrentTower || !IsGhostAtValidPosition())
            {
                // 判断格子上的塔防:
                UIPointer pointer = WrapPointer(pinfo);
                Tower sTower = PickTowerInGrid(pointer);
                if (sTower && sTower != towerToMove)
                {
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode == towerToMove.bInAttackMode)
                        return true;
                }
            }
            return false;
        }
        /// <summary>
        /// 获取目标格子上的塔防的名字数据
        /// </summary>
        /// <param name="pinfo"></param>
@@ -684,6 +717,7 @@
        /// <param name="opponent"></param>
        public void DestroyTowerGrid(int xidx)
        {
            // cx test 这里的逻辑已经不走了
            for (int i = 0; i < AttackRowNumbers; ++i)
            {
                if (TowerDestroyArr[xidx, i]) continue;
@@ -743,11 +777,38 @@
                    }
                }
                // 红心减少逻辑
                // HealthHeartState.instance.killHeart(false);
                GameOver();
                overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
            }
        }
        /// <summary>
        /// 爱心数量为0,游戏结束
        /// </summary>
        private void AllHeartLose()
        {
            // 清理技能
            EndlessBossSkillManager.instance.ClearSkillList();
            // 停止所有兵线的出兵
            for (int i = 0; i < TotalWaveLines; ++i)
            {
                EndlessLevelManager.instance.StopWaveLine(i);
            }
            // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁
            WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList();
            for (int i = 0; i < waveLineAgentIns.Length; ++i)
            {
                while (waveLineAgentIns[i].listAgent.Count > 0)
                {
                    waveLineAgentIns[i].listAgent[0].PlayDeath();
                }
            }
            GameOver();
            overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
        }
        private void SafelyCallGameOverEvent()
@@ -791,6 +852,40 @@
                    towerToMove = null;
                }
            }
            else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
            {
                // 可以发生置换
                UIPointer pointer = WrapPointer(pointerInfo);
                // 格子上的塔
                Tower sTower = PickTowerInGrid(pointer);
                if (sTower.bInAttackMode == towerToMove.bInAttackMode)
                {
                    IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                    IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
                    Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
                    Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
                    if (towerToMove != null)
                    {
                        delTower(towerToMove);
                        towerToMove.showTower(true);
                        towerToMove.Sell();
                        towerToMove = null;
                    }
                    delTower(sTower);
                    sTower.showTower(true);
                    sTower.Sell();
                    sTower = null;
                    CancelGhostPlacement();
                    newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
                    newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
                }
            }
            // 当前是Skill塔位的状态.
            else if (bSkill)
            {
@@ -821,17 +916,23 @@
        /// <param name="newTower"></param>
        /// <param name="pos"></param>
        /// <param name="level">塔的等级</param>
        public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level)
        public Tower PlaceTowerForce(Tower newTower, IntVector2 pos, int level, bool playEffect = true)
        {
            TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab);
            currentTower.Initialize(newTower);
            Tower controller = currentTower.controller;
            Tower createdTower = Instantiate(controller);
            createdTower.PlayWaveLineFlash = playEffect;
            createdTower.Initialize(m_CurrentArea, pos);
            createdTower.SetLevel(level - 1);
            if (playEffect)
                PlayUpgradeEffect(createdTower);
            addTower(createdTower);
            Destroy(currentTower.gameObject);
            return createdTower;
        }
        protected bool SkillPlayEndDrag(PointerInfo pointer)
@@ -868,6 +969,7 @@
                        // 播放特效,并处理伤害.
                        EndlessWaveLineManager.instance.PlayWaveLineEffect(selEff.waveLineId);
                        AgentInsManager.instance.ExecWavelineAttack(selEff.waveLineId, sId, sLevel, false);
                        ++GameConfig.EndlessPortUseSkillTowerCount;
                        return true;
                    }
                }
@@ -1222,6 +1324,35 @@
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                string path = $"UI/ToBattle_{newTower.attributeId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = newTower.transform.position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
        /// Deselect the current tower and hides the UI
        /// </summary>
        public void DeselectTower()
@@ -1286,7 +1417,7 @@
        /// <exception cref="InvalidOperationException">
        /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
        /// </exception>
        public void PlaceTower(int lvl = 0, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1306,14 +1437,59 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            if (!isUpgrade)
                PlayAppearEffect(createdTower.transform.position);
            else
                PlayUpgradeEffect(createdTower);
            // 处理成长骰子,复制骰子等等功能.
            if (lvl == 0)
            {
                ProcessFeatureTower(createdTower);
            }
        }
        /// <summary>
        /// 播放宝石出现特效
        /// </summary>
        public void PlayAppearEffect(Vector3 worldPos)
        {
            GameObject obj = Instantiate(TowerAppearEffectPrefab);
            obj.transform.position = worldPos;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void GuidePlayUpgradeEffect(Vector3 position)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        protected void ProcessFeatureTower(Tower ctower)
@@ -1366,7 +1542,8 @@
        /// </summary>
        protected void disableRandomTowerBtn()
        {
            randomTowerBtn.interactable = false;
            randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
            //randomTowerBtn.interactable = false;
            if (towerPriceText)
            {
                towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
@@ -1388,7 +1565,10 @@
                towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
            if (randomTowerBtn)
                randomTowerBtn.interactable = true;
            {
                randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClickNormal();
                //randomTowerBtn.interactable = true;
            }
            tdBuyDisable = false;
        }
@@ -1423,7 +1603,7 @@
                if (crit)
                    bloodStr += "Crt!";
                bloodStr += "-";
                bloodStr += val.ToString();
                bloodStr += ((Int64)val).ToString();
                tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
            }
@@ -1436,6 +1616,7 @@
            if (placeObj != null)
                m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
        }
        /// <summary>
@@ -1477,7 +1658,7 @@
        /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
        /// </summary>
        /// <param name="tow"></param>
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1)
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1526,6 +1707,7 @@
            m_CurrentTower.Show();
            if (successfulPurchase)
            {
                ++GameConfig.EndlessBuyTowerCount;
                // 删除towerToMove,确保塔防数据不再出现多个
                if (zeroCost && (towerToMove != null))
                {
@@ -1540,7 +1722,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, isUpgrade);
            }
            return true;
@@ -1912,6 +2094,7 @@
                    // ATTENTION TO FIX:是否应该加入List:
                    addTower(createdTower);
                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                    dragTowerLevel = 0;
                    CancelGhostPlacement();
                }
@@ -1919,6 +2102,30 @@
        }
        /// <summary>
        /// 播放宝石上阵特效
        /// </summary>
        /// <param name="attributeId">101 火,105 水,109 木</param>
        /// <param name="worldPos">世界坐标</param>
        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
        {
            string path = $"UI/ToBattle_{attributeId}";
            GameObject prefab = Resources.Load<GameObject>(path);
            GameObject obj = Instantiate(prefab);
            obj.transform.position = worldPos;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
        /// Raycast onto tower placement areas
        /// </summary>
        /// <param name="pointer">The pointer we're testing</param>