Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle into master
6 files added
26 files modified
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| | | fireAppearEffect1: {fileID: 8028903343430182617, guid: 576127ca8c56cab4e8628fcbc592c7c8, |
| | | type: 3} |
| | | fireAppearEffect2: {fileID: 3022035219195848773, guid: fbd3cb7333b82a54eb55c6522c430dd9, |
| | | type: 3} |
| | | waterAppearEffect1: {fileID: 4758164877748642480, guid: 4699595ee5573684884dcfcbf393aaaf, |
| | | type: 3} |
| | | waterAppearEffect2: {fileID: 2457906007645289368, guid: 9a03cd84842d11f44aaa440c15f90338, |
| | | type: 3} |
| | | woodAppearEffect1: {fileID: 3480929532651610515, guid: 497d987a2bec3ff48b5a92938dfb67cd, |
| | | type: 3} |
| | | woodAppearEffect2: {fileID: 3060165316166712612, guid: 73de43a338bdb974aa96e782d005f153, |
| | | type: 3} |
| | | MinLevel: 0 |
| | | temporaryMat: {fileID: 0} |
| | |
| | | m_Father: {fileID: 849284131} |
| | | m_RootOrder: 4 |
| | | m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
| | | m_AnchorMin: {x: 0, y: 0} |
| | | m_AnchorMax: {x: 1, y: 1} |
| | | m_AnchorMin: {x: 0.5, y: 0.5} |
| | | m_AnchorMax: {x: 0.5, y: 0.5} |
| | | m_AnchoredPosition: {x: 0, y: 0} |
| | | m_SizeDelta: {x: 0, y: 0} |
| | | m_SizeDelta: {x: 1080, y: 1920} |
| | | m_Pivot: {x: 0.5, y: 0.5} |
| | | --- !u!114 &1980697785 |
| | | MonoBehaviour: |
| | |
| | | /// </summary> |
| | | TowerPlacementGhost m_CurrentTower; |
| | | |
| | | public bool HasTower{ |
| | | get{ |
| | | return m_CurrentTower!=null; |
| | | public bool HasTower |
| | | { |
| | | get |
| | | { |
| | | return m_CurrentTower != null; |
| | | } |
| | | } |
| | | |
| | |
| | | /// </summary> |
| | | public GameObject TowerAppearEffectPrefab; |
| | | |
| | | //首次购买宝石特效 |
| | | public GameObject fireAppearEffect1; |
| | | public GameObject fireAppearEffect2; |
| | | |
| | | public GameObject waterAppearEffect1; |
| | | public GameObject waterAppearEffect2; |
| | | public GameObject woodAppearEffect1; |
| | | public GameObject woodAppearEffect2; |
| | | /// <summary> |
| | | /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔 |
| | | /// </summary> |
| | |
| | | /// <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 isUpgrade = false, bool opponent = false) |
| | | public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false, bool isFirstAppear = false) |
| | | { |
| | | if (!isBuilding) |
| | | throw new InvalidOperationException("Trying to place tower when not in a Build Mode"); |
| | |
| | | // River: 内部缓存数据,用于后期容易找到数据. |
| | | addTower(createdTower); |
| | | CancelGhostPlacement(); |
| | | if (!isUpgrade) |
| | | if (isFirstAppear) |
| | | { |
| | | PlayFirstAppearEffect(createdTower.towerName, createdTower.transform.position); |
| | | } |
| | | else 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> |
| | | /// 播放首次宝石出现特效 |
| | | /// </summary> |
| | | public void PlayFirstAppearEffect(string towerName, Vector3 worldPos) |
| | | { |
| | | if (towerName.StartsWith("GrowUpTower")) |
| | | { |
| | | //火元素 |
| | | PlayAppearEffect(worldPos, fireAppearEffect1); |
| | | PlayAppearEffect(worldPos, fireAppearEffect2); |
| | | if (Application.platform == RuntimePlatform.WindowsEditor) |
| | | { |
| | | //UnityEditor.EditorApplication.isPaused = true; |
| | | } |
| | | } |
| | | else if (towerName.StartsWith("BlinkTower")) |
| | | { |
| | | //木元素 |
| | | PlayAppearEffect(worldPos, woodAppearEffect1); |
| | | PlayAppearEffect(worldPos, woodAppearEffect2); |
| | | |
| | | } |
| | | else if (towerName.StartsWith("CopyCatTower")) |
| | | { |
| | | //水元素 |
| | | PlayAppearEffect(worldPos, waterAppearEffect1); |
| | | PlayAppearEffect(worldPos, waterAppearEffect2); |
| | | } |
| | | } |
| | | void PlayAppearEffect(Vector3 worldPos, GameObject prefab) |
| | | { |
| | | 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> |
| | |
| | | if (placeObj != null) |
| | | { |
| | | m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); |
| | | dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless; |
| | | dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless; |
| | | } |
| | | placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); |
| | | EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); |
| | |
| | | /// 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, bool isUpgrade = false) |
| | | public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false, bool isFirstAppear = false) |
| | | { |
| | | // 获取IPlaceArea. |
| | | if (m_CurrentArea == null) |
| | |
| | | OnSuccessBuyTower(); |
| | | SetState(State.Building); |
| | | |
| | | PlaceTower(lvl, isUpgrade); |
| | | PlaceTower(lvl, isUpgrade, false, isFirstAppear); |
| | | } |
| | | |
| | | return true; |
| | |
| | | /// <param name="worldPos">世界坐标</param> |
| | | public void PlayToAttackEffect(int attributeId, Vector3 worldPos) |
| | | { |
| | | string path = $"UI/ToBattle_{attributeId}"; |
| | | string path = ""; |
| | | if (attributeId == 101) |
| | | { |
| | | path = "UI/Effect_Elf_Huo_DengChang_101"; |
| | | } |
| | | else if (attributeId == 105) |
| | | { |
| | | path = "UI/Effect_Elf_Shui_DengChang_105"; |
| | | } |
| | | else if (attributeId == 109) |
| | | { |
| | | path = "UI/Effect_Elf_Mu_DengChang_109"; |
| | | } |
| | | |
| | | GameObject prefab = Resources.Load<GameObject>(path); |
| | | GameObject obj = Instantiate(prefab); |
| | | obj.transform.position = worldPos; |
| | |
| | | if (!newTower) |
| | | throw new Exception("未能成功产生Tower"); |
| | | |
| | | RandomPlaceTower(newTower); |
| | | |
| | | |
| | | if (newTower.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | string tmpTowerName = newTower.towerName; |
| | | towerNameLis.Add(tmpTowerName); |
| | | int count = 0; |
| | | bool isFirstBuy = true; |
| | | for (int i = 0; i < towerNameLis.Count; i++) |
| | | { |
| | | if (towerNameLis[i] == tmpTowerName) |
| | | { |
| | | count++; |
| | | if (count == 2) |
| | | { |
| | | isFirstBuy = false; |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | |
| | | if (isFirstBuy) |
| | | { |
| | | //Debug.Log("首次购买:" + tmpTowerName); |
| | | |
| | | } |
| | | else |
| | | { |
| | | //Debug.Log("购买了多次了:" + tmpTowerName); |
| | | } |
| | | RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy); |
| | | |
| | | } |
| | | else |
| | | { |
| | | RandomPlaceTower(newTower, -1, -1, -1, -1, false); |
| | | } |
| | | } |
| | | |
| | | private List<string> towerNameLis = new List<string>();//用来判断是否是首次购买宝石 |
| | | |
| | | /// <summary> |
| | | /// 随机找一个空白位置放置塔防 |
| | | /// </summary> |
| | | /// <param name="tower"></param> |
| | | public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = -1, int posy = -1) |
| | | public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = -1, int posy = -1, bool isFirstAppear = false) |
| | | { |
| | | EndlessGameUI gameUI = EndlessGameUI.instance; |
| | | |
| | |
| | | level = 0; |
| | | } |
| | | |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost); |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); |
| | | } |
| | | |
| | | /// <summary> |