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@@ -69,6 +69,8 @@ EndlessHeartAllLose, // 木桩墙壁被打死 EndlessWoodPileBeKilled, //推拽技能显示区域 EndlessStartDragSkill, } } Assets/Scripts/GameAnalytics_SDK/TDAA_SDKManager.cs
@@ -5,6 +5,7 @@ public class TDAA_SDKManager : MonoBehaviour { //需要在PlayerSetting中添加宏 TDAA_CUSTOM private static TDAA_SDKManager _Ins; public static TDAA_SDKManager Ins { Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -250,7 +250,7 @@ } TowerLevel myTower; bool fireState = false; protected void updateTowerSkillData() { // @@ -283,6 +283,7 @@ towerPtr.energyCtl.SetEnergyProcessFloat(process); if (proint == 10) { fireState = true; fInEnergy = 5.0f; myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 // 设置多倍攻击速度 @@ -300,6 +301,7 @@ { myTower.SetFireMatSpeed(false);//恢复了火宝石攻击速度 fireState = false; EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd); fInEnergy = 0.0f; this.energyCalTime = 0.0f; @@ -317,6 +319,33 @@ } /// <summary> /// This function is called when the object becomes enabled and active. /// </summary> void OnEnable() { if (towerPtr && towerPtr.energyCtl) { if (fireState) { myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 towerPtr.PlayEnergyEffect(true); } } } /// <summary> /// This function is called when the behaviour becomes disabled or inactive. /// </summary> void OnDisable() { if (towerPtr && towerPtr.energyCtl) { towerPtr.PlayEnergyEffect(false, false); } } /// <summary> /// Update the timers /// </summary> protected virtual void Update() Assets/Scripts/TowerDefense/Env.meta
New file @@ -0,0 +1,8 @@ fileFormatVersion: 2 guid: 28d88a2126f9fff429fd6da0795b4476 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: Assets/Scripts/TowerDefense/Env/SkillGround.cs
New file @@ -0,0 +1,27 @@ using KTGMGemClient; using UnityEngine; public class SkillGround : MonoBehaviour { MeshRenderer meshRenderer; // Start is called before the first frame update void Start() { EventCenter.Ins.Add<bool>((int)KTGMGemClient.EventType.EndlessStartDragSkill, EndlessStartDragSkill); meshRenderer = GetComponent<MeshRenderer>(); EndlessStartDragSkill(false); } /// <summary> /// This function is called when the MonoBehaviour will be destroyed. /// </summary> void OnDestroy() { EventCenter.Ins.Remove<bool>((int)KTGMGemClient.EventType.EndlessStartDragSkill, EndlessStartDragSkill); } private void EndlessStartDragSkill(bool isOn) { meshRenderer.enabled = isOn; } } Assets/Scripts/TowerDefense/Env/SkillGround.cs.meta
New file @@ -0,0 +1,11 @@ fileFormatVersion: 2 guid: e9b3dec8bdbaad047b1755149950ddb1 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseKeyboardMouseInput.cs
@@ -149,6 +149,7 @@ float currentTimeScale = 1.0f; protected virtual void OnStartDrag(PointerActionInfo pointer) { EndlessUIStart.instance.SetDarkGround(true); // select towers m_GameUI.TrySelectTower(pointer); // River: 为了开始拖动后可以直接显示GhostTower @@ -173,20 +174,25 @@ } } /// <summary> /// 鼠标抬起 /// </summary> /// <param name="pointer"></param> protected void OnEndDrag(PointerActionInfo pointer) { // EndDrag 只能放置相关的GhostTower. if (this.isInDragState) { EndlessUIStart.instance.SetDarkGround(false); AudioSourceManager.Ins.Play(AudioEnum.PutTower); m_GameUI.CloseCanPlaceRenderer();//关闭所有宝石示意 m_GameUI.onEndTowerDrag(pointer); this.isInDragState = false; Time.timeScale = currentTimeScale; } m_GameUI.CloseCanPlaceRenderer();//关闭所有宝石示意 m_GameUI.onEndTowerDrag(pointer); this.isInDragState = false; Time.timeScale = currentTimeScale; } /// <summary> Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -252,8 +252,6 @@ { list[j].CanMove = canMove; } break; } } } Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -826,9 +826,17 @@ if (!arrTowerEnergyEffect[x, dy]) return; if (play) { if (!arrTowerEnergyEffect[x, dy].gameObject.activeSelf) arrTowerEnergyEffect[x, dy].gameObject.SetActive(true); arrTowerEnergyEffect[x, dy].Play(); } else { arrTowerEnergyEffect[x, dy].Stop(); arrTowerEnergyEffect[x, dy].gameObject.SetActive(false); } } /// <summary> @@ -851,7 +859,8 @@ { PlacementTile tileToUse; #if UNITY_STANDALONE tileToUse = placementTilePrefab; //tileToUse = placementTilePrefab; tileToUse = placementTilePrefabMobile; #else tileToUse = placementTilePrefabMobile; #endif Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -193,10 +193,13 @@ /// 播放充能状态特效. /// </summary> /// <param name="play"></param> public void PlayEnergyEffect(bool play) public void PlayEnergyEffect(bool play, bool isClose = true) { if (this.energyCtl) if (this.energyCtl && isClose) energyCtl.gameObject.SetActive(!play); else if(!isClose){ } if (!opponentSide) { @@ -365,6 +368,42 @@ } /// <summary> /// This function is called when the object becomes enabled and active. /// </summary> void OnEnable() { // if (bulletCtl != null) // { // Debug.Log("打开了bulletCtl"); // bulletCtl.gameObject.SetActive(true); // } // if (energyCtl != null) // { // Debug.Log("打开了energyCtl"); // energyCtl.gameObject.SetActive(true); // } } /// <summary> /// This function is called when the behaviour becomes disabled or inactive. /// </summary> void OnDisable() { if (bulletCtl != null) { bulletCtl.gameObject.SetActive(false); } if (energyCtl != null) { energyCtl.gameObject.SetActive(false); } } /// <summary> /// 初始化当前塔防的局内升级,lvl从1开始. /// </summary> /// <param name="lvl"></param> @@ -515,7 +554,8 @@ StartCoroutine(ResetScale()); } IEnumerator ResetScale(){ IEnumerator ResetScale() { yield return new WaitForSeconds(0.2f); if (gridPosition.y > 1) { Assets/Scripts/TowerDefense/Towers/WaveLineSelEffect.cs
@@ -1,4 +1,5 @@ using DG.Tweening; using KTGMGemClient; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -14,10 +15,11 @@ /// 设置当前的WaveLine为选中状态 /// </summary> /// <param name="sel"></param> public void SetWaveLineSel( bool sel) public void SetWaveLineSel(bool sel) { if( sel) if (sel) { //Debug.Log("技能启动特效"); setSelTime = 0.2f; if (!bInSel) mCurMat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), 0.4f); @@ -25,10 +27,36 @@ } } public ParticleSystem myPS;//可以升级的特效 public void SetParticleSystem(bool isOn) { if (isOn) { if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); myPS.Play(); } else { myPS.Stop(); if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn); } } // Start is called before the first frame update void Start() { mCurMat = this.GetComponent<MeshRenderer>().material; myPS = transform.GetChild(0).GetChild(0).GetComponent<ParticleSystem>(); EventCenter.Ins.Add<bool>((int)KTGMGemClient.EventType.EndlessStartDragSkill, EndlessStartDragSkill); } private void EndlessStartDragSkill(bool isOn) { if(!isOn){ SetParticleSystem(isOn); } } // Update is called once per frame @@ -36,7 +64,7 @@ { if (setSelTime <= 0) return; setSelTime -= Time.deltaTime; if( setSelTime <= 0) if (setSelTime <= 0) { bInSel = false; setSelTime = 0.0f; Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -49,11 +49,15 @@ public bool beginSkillStep = false; private GameObject darkGroundImg; // Start is called before the first frame update void Start() { InitSDK(); darkGroundImg = transform.Find("Image_DarkGround").gameObject; darkGroundImg.SetActive(false); bVibrate = new bool[4]; bVibrate[0] = bVibrate[1] = bVibrate[2] = bVibrate[3] = false; @@ -89,6 +93,15 @@ AudioSourceManager.Ins.Play(AudioEnum.BGM2); } /// <summary> /// 拖拽时候黑色背景 /// </summary> /// <param name="isOn"></param> public void SetDarkGround(bool isOn) { if (darkGroundImg.activeSelf != isOn) darkGroundImg.SetActive(isOn); } private void InitSDK() { if (TDAA_SDKManager.Ins == null) Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -879,7 +879,7 @@ else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) { //Debug.Log("需要激活兵线下方绿色标识"); EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, true); } } } @@ -889,6 +889,11 @@ /// </summary> public void CloseCanPlaceRenderer() { if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) { //Debug.Log("需要激活兵线下方绿色标识"); EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, false); } if (m_CurrentArea != null) (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer(); } @@ -2094,6 +2099,7 @@ return currentEventSystem.IsPointerOverGameObject(pointerId); } WaveLineSelEffect currentEffect; /// <summary> /// Move the ghost to the pointer's position /// </summary> @@ -2142,8 +2148,16 @@ if (npt.overWaveLine) { WaveLineSelEffect selEff = npt.wavelineHit.Value.collider.GetComponent<WaveLineSelEffect>(); if (selEff) selEff.SetWaveLineSel(true); if (selEff != currentEffect) { if (currentEffect != null) { currentEffect.SetParticleSystem(false); } currentEffect = selEff; currentEffect.SetParticleSystem(true); } //selEff.SetWaveLineSel(true); } } // 炸弹是区域攻击显示: Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
@@ -108,11 +108,16 @@ /// <param name="canPlace"></param> public void CheckCanPlace(bool canPlace) { canPlaceRenderer.enabled = canPlace; if (canPlace) if (canPlaceRenderer) { SetSelect(false); if (canPlaceRenderer.enabled != canPlace) canPlaceRenderer.enabled = canPlace; if (canPlace) { SetSelect(false); } } } /// <summary> Assets/UI/Endless/DarkGround.png
Assets/UI/Endless/DarkGround.png.meta
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