Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle
3 files renamed
26 files copied
11 files deleted
74 files added
42 files modified
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copy from Assets/00000/package/Prefab/Effect_baomihua_03 1.prefab
copy to Assets/Resources/UI/Endless/Tunel/EndlessFaZhen1.prefab
File was copied from Assets/00000/package/Prefab/Effect_baomihua_03 1.prefab |
Diff too large |
copy from Assets/Prefabs/UI/Props/PrimaryTreasure.prefab.meta
copy to Assets/Resources/UI/Endless/Tunel/EndlessFaZhen1.prefab.meta
File was copied from Assets/Prefabs/UI/Props/PrimaryTreasure.prefab.meta |
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copy from Assets/00000/package/Prefab/Effect_baomihua_03 1.prefab
copy to Assets/Resources/UI/Endless/Tunel/EndlessFaZhen2.prefab
File was copied from Assets/00000/package/Prefab/Effect_baomihua_03 1.prefab |
Diff too large |
copy from Assets/Prefabs/UI/Props/PrimaryTreasure.prefab.meta
copy to Assets/Resources/UI/Endless/Tunel/EndlessFaZhen2.prefab.meta
File was copied from Assets/Prefabs/UI/Props/PrimaryTreasure.prefab.meta |
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| | | |
| | | int val = random.Next(waveData[i].DropTotalWeight); |
| | | |
| | | // cx test |
| | | // if (val <= waveData[i].Config.drop_rate[j]) |
| | | if (val <= waveData[i].Config.drop_rate[j]) |
| | | // 命中 |
| | | ret.Add(waveData[i].Config.drop[j]); |
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| | |
| | | public class EndlessDropManager : Singleton<EndlessDropManager> |
| | | { |
| | | /// <summary> |
| | | /// 掉落道具预制体列表 |
| | | /// </summary> |
| | | public List<GameObject> PropList; |
| | | |
| | | /// <summary> |
| | | /// 获得掉落事件 |
| | | /// </summary> |
| | | public event Action<EndlessDrop> ObtainDropEvent; |
| | |
| | | /// </summary> |
| | | private Dictionary<int, GameObject> DropObjDic; |
| | | |
| | | private string dropPath = "UI/Props/EndlessDropEffect"; |
| | | |
| | | /// <summary> |
| | | /// 自动拾取时间,先统一处理 |
| | | /// </summary> |
| | | public float AutoPickupTime = 5f; |
| | | |
| | | /// <summary> |
| | | /// 掉落半径 |
| | | /// </summary> |
| | | public float DropRadius { get; set; } = 50f; |
| | | |
| | | public Canvas canvas; |
| | | |
| | | // Start is called before the first frame update |
| | | private void Start() |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 根据reward获得预制体对象 |
| | | /// </summary> |
| | | /// <param name="data"></param> |
| | | private GameObject GetPrefabByReward(reward data) |
| | | { |
| | | switch (data.type) |
| | | { |
| | | case CURRENCY.Money: |
| | | return PropList[0]; |
| | | case CURRENCY.Gold: |
| | | return PropList[1]; |
| | | case CURRENCY.Box: |
| | | return PropList[1 + data.id]; |
| | | } |
| | | |
| | | return null; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获得一些掉落 |
| | | /// </summary> |
| | | /// <param name="list"></param> |
| | |
| | | EndlessDrop drop = new EndlessDrop(); |
| | | drop.Reward = list[i]; |
| | | drop.Id = GetDropId(); |
| | | |
| | | GameObject prefabObj = GetPrefabByReward(list[i]); |
| | | |
| | | if (prefabObj == null) |
| | | { |
| | | Debug.LogError($"--------------------- type: {list[i].type} id:{list[i].id} 没有对应的预制体 ---------------------"); |
| | | continue; |
| | | } |
| | | |
| | | EndlessDropReward dropReward = prefabObj.GetComponent<EndlessDropReward>(); |
| | | drop.AutoPickupTime = dropReward.AutoPickupTime; |
| | | drop.AutoPickupTime = AutoPickupTime; |
| | | CreateDrop(drop, pos, list.Count > 0); |
| | | AllDropList.Add(drop); |
| | | } |
| | |
| | | /// 在场景中创建掉落的icon |
| | | /// </summary> |
| | | /// <param name="drop"></param> |
| | | /// <param name="pos"></param> |
| | | /// <param name="worldPos">世界坐标</param> |
| | | /// <param name="isRandom">是否需要随机位置</param> |
| | | private void CreateDrop(EndlessDrop drop, Vector3 pos, bool isRandom = false) |
| | | private void CreateDrop(EndlessDrop drop, Vector3 worldPos, bool isRandom = false) |
| | | { |
| | | GameObject dropLayer = GameObject.Find("DropLayer"); |
| | | GameObject prefabObj = GetPrefabByReward(drop.Reward); |
| | | GameObject prefabObj = Resources.Load<GameObject>(dropPath); |
| | | GameObject obj = Instantiate(prefabObj); |
| | | EndlessDropReward dropReward = obj.GetComponent<EndlessDropReward>(); |
| | | |
| | | dropReward.DropData = drop; |
| | | dropReward.SetIcon(); |
| | | |
| | | GameObject mainUI = GameObject.Find("MainUI"); |
| | | |
| | | Transform mainUITransform = mainUI.GetComponent<Transform>(); |
| | | obj.GetComponent<Transform>().SetParent(mainUITransform, true); |
| | | Vector3 screenPos = Camera.main.WorldToScreenPoint(pos); |
| | | screenPos.z = 0; |
| | | obj.transform.position = screenPos; |
| | | |
| | | if (isRandom) |
| | | { |
| | | Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius; |
| | | Vector3 pos1 = p.normalized * p.magnitude; |
| | | Vector3 objPos = obj.transform.position; |
| | | objPos.x += pos1.x; |
| | | objPos.y += pos1.y; |
| | | obj.transform.position = objPos; |
| | | } |
| | | // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos); |
| | | // Vector2 targetPos; |
| | | // RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, screenPos, canvas.worldCamera, out targetPos); |
| | | // RectTransform rectTransform = obj.GetComponent<RectTransform>(); |
| | | // rectTransform.anchoredPosition = pos; |
| | | // obj.transform.localRotation = Quaternion.identity; |
| | | |
| | | obj.GetComponent<EndlessDropReward>().DropData = drop; |
| | | // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos); |
| | | // screenPos.z = 0; |
| | | |
| | | obj.transform.position = worldPos; |
| | | obj.transform.localRotation = Quaternion.identity; |
| | | obj.transform.localScale = Vector3.one; |
| | | |
| | | // if (isRandom) |
| | | // { |
| | | // Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius; |
| | | // Vector3 pos1 = p.normalized * p.magnitude; |
| | | // Vector3 objPos = obj.transform.position; |
| | | // objPos.x += pos1.x; |
| | | // objPos.y += pos1.y; |
| | | // obj.transform.position = objPos; |
| | | // } |
| | | |
| | | dropReward.PlayParticle(); |
| | | DropObjDic.Add(drop.Id, obj); |
| | | } |
| | | |
| | |
| | | /// </summary> |
| | | private void BeginLevel() |
| | | { |
| | | if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return; |
| | | ShowSelectBuffUI(); |
| | | } |
| | | |
| | |
| | | |
| | | private string tunelMaterialPath = "UI/Endless/Tunel/tunel_"; |
| | | |
| | | private void OnEnable() |
| | | private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen"; |
| | | |
| | | private void Start() |
| | | { |
| | | HideTunel(); |
| | | } |
| | |
| | | return waves[waveline].StartingNode.GetNextNode().transform.position; |
| | | } |
| | | |
| | | private void RefreshBoss() |
| | | { |
| | | if (CurrentWaveIndex > 0) |
| | | EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1); |
| | | EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name} Lv.{Level}"); |
| | | EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); |
| | | EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource); |
| | | EndlessBossHPManager.instance.ShowHP(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 更新波 |
| | | /// </summary> |
| | |
| | | { |
| | | int tunel = waveData[i].Config.tunel; |
| | | TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunel}"); |
| | | GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunel}"); |
| | | GameObject faZhen = Instantiate(obj); |
| | | faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform); |
| | | faZhen.transform.localPosition = new Vector3(0, 1, 0); |
| | | faZhen.transform.localScale = new Vector3(2, 2, 2); |
| | | TunelList[tunel - 1].gameObject.SetActive(true); |
| | | ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.Play(); |
| | | Destroy(ps.gameObject, ps.main.duration * 3); |
| | | } |
| | | |
| | | if (CurrentWaveIndex > 0) |
| | | EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1); |
| | | EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name} Lv.{Level}"); |
| | | EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex); |
| | | EndlessBossHPManager.instance.ShowHP(); |
| | | RefreshBoss(); |
| | | TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex); |
| | | RemainEnemies = TotalEnemies; |
| | | |
| | |
| | | private float[,] m_arrCoinGenTime; |
| | | |
| | | /// <summary> |
| | | /// 每一个Tile格子的中心点对应的屏幕坐标. |
| | | /// 每一个Tile格子的中心店的世界坐标 |
| | | /// </summary> |
| | | private Vector2[,] m_arrGridCentUIPos; |
| | | private Vector2[,] arrGridCentPos; |
| | | |
| | | /// <summary> |
| | | /// 攻击塔位对应的UI位置信息. |
| | |
| | | /// 所有塔位血条UI |
| | | /// </summary> |
| | | private TowerBloodVis[,] arrTowerBloodUi; |
| | | |
| | | /// <summary> |
| | | /// 塔位对应的屏幕坐标尺寸 |
| | | /// </summary> |
| | | private float m_fGridUISize; |
| | | |
| | | /// <summary> |
| | | /// Array of <see cref="PlacementTile"/>s |
| | |
| | | /// </summary> |
| | | void preCalculateGridUIPos() |
| | | { |
| | | m_arrGridCentUIPos = new Vector2[dimensions.x, dimensions.y]; |
| | | arrGridCentPos = new Vector2[dimensions.x, dimensions.y]; |
| | | |
| | | Vector3 targetPos = GridToWorld(new IntVector2(0, 0), new IntVector2(1, 1)); |
| | | Vector3 svec = transform.position; |
| | | |
| | | if (!ViewPortAdj.instance.bAdjViewPort) |
| | | ViewPortAdj.instance.adjViewportRect(); |
| | | |
| | | UnityEngine.Camera sceneCam = ViewPortAdj.instance.cachedCamera; |
| | | Vector3 centPos = sceneCam.WorldToScreenPoint(targetPos); |
| | | Vector3 lbPos = sceneCam.WorldToScreenPoint(svec); |
| | | float size = 10.29f; |
| | | |
| | | m_fGridUISize = (centPos.y - lbPos.y) * 2.0f; |
| | | |
| | | for (int ty = 0; ty < dimensions.y; ty++) |
| | | for (int x = 0; x < dimensions.x; ++x) |
| | | { |
| | | for (int tx = 0; tx < dimensions.x; tx++) |
| | | for (int y = 0; y < dimensions.y; ++y) |
| | | { |
| | | m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize; |
| | | m_arrGridCentUIPos[tx, ty].y = centPos.y + ty * m_fGridUISize; |
| | | } |
| | | |
| | | if ((gridFreePos > 0) && (ty == (dimensions.y - 1))) |
| | | { |
| | | targetPos = GridToWorld(new IntVector2(0, ty), new IntVector2(1, 1)); |
| | | centPos = sceneCam.WorldToScreenPoint(targetPos); |
| | | |
| | | for (int tx = 0; tx < dimensions.x; tx++) |
| | | { |
| | | m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize; |
| | | m_arrGridCentUIPos[tx, ty].y = centPos.y; |
| | | } |
| | | } |
| | | else if (gridFreePos2 > 0 && ty == dimensions.y - 2) |
| | | { |
| | | targetPos = GridToWorld(new IntVector2(0, ty), new IntVector2(1, 1)); |
| | | centPos = sceneCam.WorldToScreenPoint(targetPos); |
| | | |
| | | for (int tx = 0; tx < dimensions.x; tx++) |
| | | { |
| | | m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize; |
| | | m_arrGridCentUIPos[tx, ty].y = centPos.y; |
| | | } |
| | | arrGridCentPos[x, y].x = targetPos.x + x * size; |
| | | arrGridCentPos[x, y].y = targetPos.y + y * size - 44.5f; |
| | | } |
| | | } |
| | | |
| | |
| | | PreCalculateTowerBloodUi(); |
| | | |
| | | m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y]; |
| | | // 设置界面相关的内容: |
| | | for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; y++) |
| | | |
| | | for (int x = 0; x < dimensions.x; ++x) |
| | | { |
| | | for (int x = 0; x < dimensions.x; x++) |
| | | for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y) |
| | | { |
| | | if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) |
| | | continue; |
| | | if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue; |
| | | |
| | | Button tbtn = Instantiate(waitBuyBtnPrefab); |
| | | GameObject go = GameObject.Find("MainUI"); |
| | | if (!go) continue; |
| | | GameObject container = GameObject.Find("BuyButtonContainer"); |
| | | Button buyButton = Instantiate(waitBuyBtnPrefab); |
| | | buyButton.transform.SetParent(container.transform); |
| | | |
| | | Transform tp = go.GetComponent<Transform>(); |
| | | tbtn.GetComponent<Transform>().SetParent(tp, true); |
| | | Vector3 tpos = tbtn.transform.position; |
| | | tpos.x = m_arrGridCentUIPos[x, y].x; |
| | | tpos.y = m_arrGridCentUIPos[x, y].y + m_fGridUISize / 10; |
| | | tbtn.transform.position = tpos; |
| | | |
| | | // 设置为界面最下层: |
| | | tbtn.transform.SetAsFirstSibling(); |
| | | Vector3 pos = buyButton.transform.position; |
| | | pos.x = arrGridCentPos[x, y].x; |
| | | pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f; |
| | | pos.y = 30; |
| | | buyButton.transform.position = pos; |
| | | buyButton.transform.localRotation = Quaternion.identity; |
| | | buyButton.transform.localScale = Vector3.one; |
| | | |
| | | // 设置按钮对应的点击功能 |
| | | EndlessTowerGridOpen tgo = tbtn.GetComponent<EndlessTowerGridOpen>(); |
| | | EndlessTowerGridOpen tgo = buyButton.GetComponent<EndlessTowerGridOpen>(); |
| | | if (tgo) |
| | | { |
| | | tgo.SetBuyBtnInfo(x, y, this); |
| | |
| | | { |
| | | for (int y = 0; y < AttackRowNumbers; ++y) |
| | | { |
| | | m_arrTowerBloodUIPos[x, y].x = m_arrGridCentUIPos[x, dy - y].x; |
| | | m_arrTowerBloodUIPos[x, y].y = m_arrGridCentUIPos[x, dy - y].y + m_fGridUISize / 10 * 3; |
| | | m_arrTowerBloodUIPos[x, y].x = arrGridCentPos[x, dy - y].x; |
| | | m_arrTowerBloodUIPos[x, y].y = arrGridCentPos[x, dy - y].y; |
| | | |
| | | GameObject img = Instantiate(towerBloodUIPrefab); |
| | | GameObject go = GameObject.Find("MainUI"); |
| | | if (!go) continue; |
| | | |
| | | Transform tp = go.GetComponent<Transform>(); |
| | | img.GetComponent<Transform>().SetParent(tp, true); |
| | | GameObject container = GameObject.Find("BuyButtonContainer"); |
| | | img.transform.SetParent(container.transform); |
| | | Vector3 tpos = img.transform.position; |
| | | tpos.x = m_arrTowerBloodUIPos[x, y].x; |
| | | tpos.y = m_arrTowerBloodUIPos[x, y].y; |
| | | tpos.z = m_arrTowerBloodUIPos[x, y].y + 4.2f - y * 1.66f; |
| | | tpos.y = 30; |
| | | img.transform.position = tpos; |
| | | |
| | | // 设置为界面最下层: |
| | | img.transform.SetAsFirstSibling(); |
| | | img.transform.localScale = Vector3.one; |
| | | img.transform.localRotation = Quaternion.identity; |
| | | |
| | | TowerBloodVis tbv = img.GetComponent<TowerBloodVis>(); |
| | | arrTowerBloodUi[x, y] = tbv; |
| | |
| | | // |
| | | // 根据是否是子弹塔防来决定是否显示相应的界面 |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x); |
| | | |
| | | if (buc == null) return; |
| | | |
| | | if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null)) |
| | | { |
| | | // 设置数据 |
| | |
| | | /// </summary> |
| | | public Image HPImage2; |
| | | |
| | | /// <summary> |
| | | /// boss形象 |
| | | /// </summary> |
| | | public Image BossImage; |
| | | |
| | | private string path = "UI/Endless/Blood/"; |
| | | |
| | | private string bossPath = "UI/Endless/Boss/"; |
| | | |
| | | /// <summary> |
| | | /// 血条底图 |
| | |
| | | { |
| | | return Resources.Load($"{path}{index}", typeof(Sprite)) as Sprite; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 设置boss形象 |
| | | /// </summary> |
| | | /// <param name="resId"></param> |
| | | public void SetBossImage(int resId) |
| | | { |
| | | resId = (resId + 1) % 2 + 1; |
| | | BossImage.sprite = Resources.Load<Sprite>($"{bossPath}{resId}"); |
| | | BossImage.SetNativeSize(); |
| | | } |
| | | } |
| | | } |
| | |
| | | using UnityEngine.UI; |
| | | using System.Collections; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using Core.Utilities; |
| | | using TowerDefense.Level; |
| | | using System; |
| | | using Protobuf; |
| | | |
| | | /** |
| | | * 无尽模式道具掉落管理器 |
| | |
| | | public class EndlessDropReward : MonoBehaviour |
| | | { |
| | | /// <summary> |
| | | /// 道具类型 |
| | | /// 1- money 2-gold 3-rmb 4-gem 5-box (Table.cs请看) |
| | | /// 发光粒子特效 |
| | | /// </summary> |
| | | public int Type; |
| | | public ParticleSystem LightParticle; |
| | | |
| | | /// <summary> |
| | | /// 道具id,例如宝箱 1-初级宝箱 2-中级宝箱 3-高级宝箱 |
| | | /// item图标 |
| | | /// </summary> |
| | | public int Id; |
| | | |
| | | /// <summary> |
| | | /// 奖励数量 |
| | | /// </summary> |
| | | public int Count { get; set; } |
| | | public Image Icon; |
| | | |
| | | /// <summary> |
| | | /// 自动拾取时间 |
| | | /// </summary> |
| | | public float AutoPickupTime = 5f; |
| | | public float AutoPickupTime { get; set; } = 5f; |
| | | |
| | | public EndlessDrop DropData; |
| | | |
| | | private string path = "UI/Props/"; |
| | | |
| | | public event Action<EndlessDrop> ClickDropEvent; |
| | | |
| | |
| | | if (ClickDropEvent != null) |
| | | ClickDropEvent(DropData); |
| | | } |
| | | |
| | | public void SetIcon() |
| | | { |
| | | string resId = ""; |
| | | |
| | | if (DropData.Reward.id == 0) |
| | | resId = $"{path}{(int)DropData.Reward.type}"; |
| | | else |
| | | resId = $"{path}{(int)DropData.Reward.type}_${DropData.Reward.id}"; |
| | | Icon.sprite = Resources.Load<Sprite>(resId); |
| | | Icon.SetNativeSize(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 播放发光的粒子特效 |
| | | /// </summary> |
| | | public void PlayParticle() |
| | | { |
| | | LightParticle.Play(); |
| | | } |
| | | } |
| | | } |