weixudong
2020-11-12 00d47de2f5c810542c1668c153f47f38122a47c6
Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle into master
6 files added
26 files modified
97576 ■■■■■ changed files
Assets/00000/package/Materials/EffectShader_AddUvflow_002.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AddUvflow_003.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AddUvflow_004.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AlphaUvflow_001.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AlphaUvflow_002.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AlphaUvflow_003.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Glow_027_b.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_016.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_017.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_018.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_019.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_020.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_021.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_022.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_023.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_024.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_025.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Materials/Object_028.mat 2 ●●● patch | view | raw | blame | history
Assets/00000/package/Prefab/Prefab/Effect_UI_KaPai_Huo.prefab 6 ●●●● patch | view | raw | blame | history
Assets/00000/package/Prefab/Prefab/Effect_UI_KaPai_Huo_02.prefab 6 ●●●● patch | view | raw | blame | history
Assets/Materials/UI/tileTowerVSMat.mat 2 ●●● patch | view | raw | blame | history
Assets/Prefabs/Towers/Fire/GrowUpTower_0.prefab 2 ●●● patch | view | raw | blame | history
Assets/Prefabs/UI/PlacementTileMobile.prefab 90 ●●●●● patch | view | raw | blame | history
Assets/Resources/UI/Effect_Elf_Huo_DengChang_101.prefab 34039 ●●●●● patch | view | raw | blame | history
Assets/Resources/UI/Effect_Elf_Huo_DengChang_101.prefab.meta 7 ●●●●● patch | view | raw | blame | history
Assets/Resources/UI/Effect_Elf_Mu_DengChang_109.prefab 29168 ●●●●● patch | view | raw | blame | history
Assets/Resources/UI/Effect_Elf_Mu_DengChang_109.prefab.meta 7 ●●●●● patch | view | raw | blame | history
Assets/Resources/UI/Effect_Elf_Shui_DengChang_105.prefab 34049 ●●●●● patch | view | raw | blame | history
Assets/Resources/UI/Effect_Elf_Shui_DengChang_105.prefab.meta 7 ●●●●● patch | view | raw | blame | history
Assets/Scenes/Levels/Battle/Endless.unity 22 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 91 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs 44 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Materials/EffectShader_AddUvflow_002.mat
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Assets/Scenes/Levels/Battle/Endless.unity
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    type: 3}
  TowerUpgradeEffectPrefab: {fileID: 3681181936307124407, guid: 4f841d500cb4a9c4a99872c566e45c63,
  TowerUpgradeEffectPrefab: {fileID: 6847503030253729540, guid: f8ec855cfd7e13a4ebb2f2cbb8bbc480,
    type: 3}
  TowerAppearEffectPrefab: {fileID: 7075300226719811381, guid: a3ffad0742f1416499458b12a1b8187c,
  TowerAppearEffectPrefab: {fileID: 1600692593755992933, guid: 3ac90252c12eda44094c4979e1677cbf,
    type: 3}
  fireAppearEffect1: {fileID: 8028903343430182617, guid: 576127ca8c56cab4e8628fcbc592c7c8,
    type: 3}
  fireAppearEffect2: {fileID: 3022035219195848773, guid: fbd3cb7333b82a54eb55c6522c430dd9,
    type: 3}
  waterAppearEffect1: {fileID: 4758164877748642480, guid: 4699595ee5573684884dcfcbf393aaaf,
    type: 3}
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    type: 3}
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    type: 3}
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    type: 3}
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--- !u!114 &1980697785
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Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -179,8 +179,10 @@
        /// </summary>
        TowerPlacementGhost m_CurrentTower;
        public bool HasTower{
            get{
        public bool HasTower
        {
            get
            {
                return m_CurrentTower!=null;
            }
        }
@@ -253,6 +255,14 @@
        /// </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>
@@ -1590,7 +1600,7 @@
        /// <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 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");
@@ -1611,16 +1621,70 @@
            // 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>
@@ -1834,7 +1898,7 @@
        /// 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, 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)
@@ -1898,7 +1962,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl, isUpgrade);
                PlaceTower(lvl, isUpgrade, false, isFirstAppear);
            }
            return true;
@@ -2295,7 +2359,20 @@
        /// <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;
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
@@ -314,14 +314,52 @@
        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;
@@ -339,7 +377,7 @@
                level = 0;
        }
        return gameUI.RandomPlaceTower(tower, posx, posy, level, cost);
        return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear);
    }
    /// <summary>