| | |
| | | public int AttackRowNumbers { get; } = 2; |
| | | |
| | | /// <summary> |
| | | /// 攻击塔位对应的子弹UI位置信息. |
| | | /// </summary> |
| | | private Vector2[,] m_arrTowerBulletUIPos; |
| | | |
| | | private BulletUICtl[,] arrTowerBulletUi; |
| | | |
| | | private EnergyUICtl[,] arrTowerEnergyUi; |
| | | |
| | | /// <summary> |
| | | /// 此位置上塔对应的子弹充能Prefab.塔放置到当前的塔位后,如果是对应的塔防类型,需要把 |
| | | /// 相应的界面指针传到塔防的数据结构内。 |
| | | /// </summary> |
| | | public GameObject towerBulletUIPrefab; |
| | | |
| | | /// <summary> |
| | | /// 充能条对应的界面 |
| | | /// </summary> |
| | | public GameObject towerEnergyUIPrefab; |
| | | |
| | | /// <summary> |
| | | /// Converts a location in world space into local grid coordinates. |
| | | /// </summary> |
| | | /// <param name="worldLocation"><see cref="Vector3"/> indicating world space coordinates to convert.</param> |
| | |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <returns></returns> |
| | | public BulletUICtl GetBulletUICtl(int x) |
| | | public BulletUICtl GetBulletUICtl(int x, int y) |
| | | { |
| | | return null; |
| | | return arrTowerBulletUi[x, 3 - y]; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <returns></returns> |
| | | public EnergyUICtl GetEnergyUICtl(int x) |
| | | public EnergyUICtl GetEnergyUICtl(int x, int y) |
| | | { |
| | | return null; |
| | | return arrTowerEnergyUi[x, 3 - y]; |
| | | } |
| | | |
| | | |
| | |
| | | arrTowerBloodUi = new TowerBloodVis[dimensions.x, AttackRowNumbers]; |
| | | int dy = dimensions.y - 1; |
| | | |
| | | // 处理攻击塔位对应的血条 |
| | | m_arrTowerBulletUIPos = new Vector2[dimensions.x, AttackRowNumbers]; |
| | | arrTowerBulletUi = new BulletUICtl[dimensions.x, AttackRowNumbers]; |
| | | arrTowerEnergyUi = new EnergyUICtl[dimensions.x, AttackRowNumbers]; |
| | | |
| | | for (int x = 0; x < dimensions.x; x++) |
| | | { |
| | | for (int y = 0; y < AttackRowNumbers; ++y) |
| | | { |
| | | m_arrTowerBloodUIPos[x, y].x = arrGridCentPos[x, dy - y].x; |
| | | m_arrTowerBloodUIPos[x, y].y = arrGridCentPos[x, dy - y].y; |
| | | m_arrTowerBulletUIPos[x, y].x = arrGridCentPos[x, dy - y].x; |
| | | m_arrTowerBulletUIPos[x, y].y = arrGridCentPos[x, dy - y].y; |
| | | |
| | | GameObject img = Instantiate(towerBloodUIPrefab); |
| | | GameObject container = GameObject.Find("BuyButtonContainer"); |
| | |
| | | Vector3 tpos = img.transform.position; |
| | | tpos.x = m_arrTowerBloodUIPos[x, y].x; |
| | | tpos.z = m_arrTowerBloodUIPos[x, y].y + 4.2f - y * 1.66f; |
| | | tpos.y = 30; |
| | | tpos.y = 30f; |
| | | img.transform.position = tpos; |
| | | img.transform.localScale = Vector3.one; |
| | | img.transform.localRotation = Quaternion.identity; |
| | |
| | | TowerBloodVis tbv = img.GetComponent<TowerBloodVis>(); |
| | | arrTowerBloodUi[x, y] = tbv; |
| | | tbv.gameObject.SetActive(false); |
| | | |
| | | img = Instantiate(towerBulletUIPrefab); |
| | | img.transform.SetParent(container.transform, true); |
| | | tpos = img.transform.position; |
| | | tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f; |
| | | tpos.z = m_arrTowerBulletUIPos[x, y].y + 1.1f - y * 1.66f; |
| | | tpos.y = 30f; |
| | | img.transform.position = tpos; |
| | | img.transform.localScale = Vector3.one; |
| | | img.transform.localRotation = Quaternion.identity; |
| | | |
| | | BulletUICtl buc = img.GetComponent<BulletUICtl>(); |
| | | arrTowerBulletUi[x, y] = buc; |
| | | buc.gameObject.SetActive(false); |
| | | |
| | | // 把充能条也创建出来了. |
| | | img = Instantiate(towerEnergyUIPrefab); |
| | | img.transform.SetParent(container.transform); |
| | | tpos = img.transform.position; |
| | | tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f; |
| | | tpos.z = m_arrTowerBulletUIPos[x, y].y + 1.1f - y * 1.66f; |
| | | tpos.y = 30f; |
| | | img.transform.position = tpos; |
| | | img.transform.localScale = Vector3.one; |
| | | img.transform.localRotation = Quaternion.identity; |
| | | |
| | | EnergyUICtl euc = img.GetComponent<EnergyUICtl>(); |
| | | arrTowerEnergyUi[x, y] = euc; |
| | | euc.gameObject.SetActive(false); |
| | | } |
| | | } |
| | | } |