liuzhiwei
2020-11-18 254c3e4d509c586dc6620c681004eefd5d86182c
Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master
34 files modified
166 ■■■■■ changed files
And/GemBattle.apk patch | view | raw | blame | history
Assets/Materials/UI/tileTowerVSMat.mat 2 ●●● patch | view | raw | blame | history
Assets/Prefabs/UI/Endless/BottomCanvas.prefab 14 ●●●● patch | view | raw | blame | history
Assets/Prefabs/UI/EndlessTileGridBuyBtn.prefab 6 ●●●● patch | view | raw | blame | history
Assets/Prefabs/UI/FreezeEnergy.prefab 2 ●●● patch | view | raw | blame | history
Assets/Scenes/Levels/Battle/Endless2D.unity 28 ●●●● patch | view | raw | blame | history
Assets/Scenes/LoadingScene.unity 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs 15 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs 16 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessHomeBaseHPManager.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/FreezeBreath.cs 25 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessCurrencyUI.cs 4 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 36 ●●●● patch | view | raw | blame | history
Assets/StreamingAssets/Table/endless_buff.json 2 ●●● patch | view | raw | blame | history
Assets/UI/Loading/LoadingBg.png patch | view | raw | blame | history
Assets/UI/Loading/LoadingBg.png.meta 10 ●●●● patch | view | raw | blame | history
GemBattle.zip patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Assembly-CSharp-firstpass.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Assembly-CSharp.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.Demos.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.Haptics.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/MoreMountains.NiceVibrations.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Unity.TextMeshPro.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/Unity.Timeline.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/Managed/UnityEngine.UI.dll patch | view | raw | blame | history
GemBattle/宝石塔防_Data/StreamingAssets/Table/endless_buff.json 2 ●●● patch | view | raw | blame | history
GemBattle/宝石塔防_Data/globalgamemanagers patch | view | raw | blame | history
GemBattle/宝石塔防_Data/globalgamemanagers.assets patch | view | raw | blame | history
GemBattle/宝石塔防_Data/level0 patch | view | raw | blame | history
GemBattle/宝石塔防_Data/level1 patch | view | raw | blame | history
GemBattle/宝石塔防_Data/resources.assets patch | view | raw | blame | history
GemBattle/宝石塔防_Data/sharedassets0.assets patch | view | raw | blame | history
GemBattle/宝石塔防_Data/sharedassets0.assets.resS patch | view | raw | blame | history
GemBattle/宝石塔防_Data/sharedassets1.assets patch | view | raw | blame | history
And/GemBattle.apk
Binary files differ
Assets/Materials/UI/tileTowerVSMat.mat
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Assets/Prefabs/UI/Endless/BottomCanvas.prefab
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--- !u!114 &4623057512101065368
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--- !u!222 &4623057513073301100
@@ -4939,7 +4939,7 @@
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  m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &4623057513214273139
@@ -5320,7 +5320,7 @@
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  m_AnchorMin: {x: 0.5, y: 1}
  m_AnchorMax: {x: 0.5, y: 1}
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  m_SizeDelta: {x: 100, y: 100}
  m_Pivot: {x: 0.5, y: 0.5}
--- !u!114 &4623057513414159487
@@ -7350,7 +7350,7 @@
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        type: 3}
      propertyPath: m_AnchoredPosition.y
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      value: 126
      objectReference: {fileID: 0}
    - target: {fileID: 162820266587863501, guid: 550ad0a7c16a47a49bfb36ef49a73a67,
        type: 3}
Assets/Prefabs/UI/EndlessTileGridBuyBtn.prefab
@@ -262,8 +262,8 @@
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  m_AnchorMin: {x: 0.5, y: 0.5}
  m_AnchorMax: {x: 0.5, y: 0.5}
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  m_SizeDelta: {x: 80, y: 80}
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  m_SizeDelta: {x: 100, y: 100}
  m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &1179723933380362119
CanvasRenderer:
@@ -286,7 +286,7 @@
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  m_RaycastTarget: 1
  m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
  m_Maskable: 1
Assets/Prefabs/UI/FreezeEnergy.prefab
@@ -90,7 +90,7 @@
  m_Name: 
  m_EditorClassIdentifier: 
  ProgressImg: {fileID: 4636030447972189695}
  FreezeJet: {fileID: 3459016936373460007, guid: ca3ce846fd72b2e4bbb24b3a46cc42d0,
  FreezeJet: {fileID: 313942322445951525, guid: d052efd0b42a0cd4e9b77f897a6ad84d,
    type: 3}
--- !u!1 &4636030447972189693
GameObject:
Assets/Scenes/Levels/Battle/Endless2D.unity
@@ -6382,7 +6382,6 @@
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@@ -6490,19 +6489,6 @@
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--- !u!20 &1340671930
Camera:
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@@ -6622,6 +6608,7 @@
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  - component: {fileID: 1361392480}
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  m_Name: SceneCamera3D
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@@ -6694,6 +6681,19 @@
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  m_RootOrder: 9
  m_LocalEulerAnglesHint: {x: 60, y: 0, z: 0}
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GameObject:
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Assets/Scenes/LoadingScene.unity
@@ -302,7 +302,7 @@
  m_OnCullStateChanged:
    m_PersistentCalls:
      m_Calls: []
  m_Sprite: {fileID: 21300000, guid: d92d2a99b7830234da2e494f43c6d7f2, type: 3}
  m_Sprite: {fileID: 21300000, guid: e187cb70474cf834fb08574deefcb084, type: 3}
  m_Type: 0
  m_PreserveAspect: 0
  m_FillCenter: 1
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -132,7 +132,7 @@
        /// </summary>
        protected float freezeBreathCallTime = 0;
        protected float inFreezeBreath = 0;
        protected float inFreezeBreath;
        protected float freezeBreathBackTimer = 0;
@@ -405,22 +405,25 @@
                    if (processInt == (int)Mathf.Floor(FreezeBreath.ChargeTime))
                    {
                        inFreezeBreath = FreezeBreath.EffectTime;
                        inFreezeBreath = towerPtr.FreezeBreathCtrl.SkillTime;
                        towerPtr.FreezeBreathProgressOffset = 0;
                        towerPtr.PlayFreezeBreathEffect(true);
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 1;
                        towerPtr.FreezeBreathCtrl.PlayFreezeEffect(waveLineID);
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                    }
                }
                else
                {
                    inFreezeBreath -= Time.deltaTime;
                    int time = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime / (towerPtr.FreezeBreathCtrl.DamageCount - 1) * 10);
                    int interval = Mathf.FloorToInt(inFreezeBreath * 10);
                    int offset = Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.SkillTime * 10) - Mathf.FloorToInt(towerPtr.FreezeBreathCtrl.EffectTime * 10);
                    if (inFreezeBreath <= FreezeBreath.EffectTime / 2 && towerPtr.FreezeBreathCtrl.ReleaseCount != 2)
                    if (interval == time * (towerPtr.FreezeBreathCtrl.DamageCount - towerPtr.FreezeBreathCtrl.ReleaseCount - 1) + offset && towerPtr.FreezeBreathCtrl.ReleaseCount < towerPtr.FreezeBreathCtrl.DamageCount)
                    {
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 2;
                        ++towerPtr.FreezeBreathCtrl.ReleaseCount;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                        return;
                    }
                    if (inFreezeBreath <= 0)
@@ -429,8 +432,6 @@
                        freezeBreathCallTime = 0;
                        towerPtr.FreezeBreathCtrl.SetProgress(0);
                        towerPtr.PlayFreezeBreathEffect(false);
                        towerPtr.FreezeBreathCtrl.ReleaseCount = 3;
                        towerPtr.FreezeBreathCtrl.ReleaseFreeze(waveLineID, finalDamage, damager.alignmentProvider);
                    }
                }
            }
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1028,14 +1028,14 @@
                    if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
                    {
                        canPlace = true;
                        for (int i = 0; i < allTowerP.Count; i++)
                        {
                            if (allTowerP[i].x == ix && allTowerP[i].y == y)
                            {
                                canPlace = false;
                                break;
                            }
                        }
                        // for (int i = 0; i < allTowerP.Count; i++)
                        // {
                        //     if (allTowerP[i].x == ix && allTowerP[i].y == y)
                        //     {
                        //         canPlace = false;
                        //         break;
                        //     }
                        // }
                        m_Tiles[ix, y].CheckCanPlace(canPlace);
                    }
                }
Assets/Scripts/TowerDefense/UI/EndlessHomeBaseHPManager.cs
@@ -70,7 +70,7 @@
                ++i;
            }
            ViewPortAdj.instance.cachedCamera.DOShakePosition(0.25f, 1.5f, 4);
            ViewPortAdj.instance.cachedCamera.DOShakePosition(0.25f, 1.5f, 4);//这里只可以震动3D场景中的东西
            MMVibrationManager.Haptic(HapticTypes.HeavyImpact);
            if (CurrentHP == 0)
Assets/Scripts/TowerDefense/UI/FreezeBreath.cs
@@ -28,9 +28,20 @@
        public static float ChargeTime { get; private set; } = 10f;
        /// <summary>
        /// 技能持续时间
        /// 伤害时间
        /// </summary>
        public static float EffectTime { get; private set; } = 1f;
        public float EffectTime { get; private set; } = 2f;
        /// <summary>
        /// 伤害结算次数
        /// </summary>
        /// <value></value>
        public int DamageCount { get; private set; } = 6;
        /// <summary>
        /// 整个技能时间
        /// </summary>
        public float SkillTime { get; private set; } = 2.5f;
        /// <summary>
        /// 当前的充能进度
@@ -87,8 +98,6 @@
                agentList.Add(list[i]);
            }
            PlayFreezeEffect(waveLineId);
            while (agentList.Count > 0)
            {
                Agent agent = agentList[0];
@@ -103,8 +112,14 @@
            }
        }
        private void PlayFreezeEffect(int waveLineId)
        public void PlayFreezeEffect(int waveLineId)
        {
            WaveLineAgentInsMgr[] agentInsMgrs = AgentInsManager.instance.GetWaveLineList();
            WaveLineAgentInsMgr waveLineAgentInsMgr = agentInsMgrs[waveLineId];
            List<Agent> list = waveLineAgentInsMgr.listAgent;
            if (list.Count == 0) return;
            GameObject obj = Poolable.TryGetPoolable(FreezeJet);
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
Assets/Scripts/TowerDefense/UI/HUD/EndlessCurrencyUI.cs
@@ -45,7 +45,9 @@
        protected void UpdateDisplay()
        {
            int current = currency.currentCurrency;
            DisplayText.text = AddNumberSemi(current.ToString());
            //DisplayText.text = AddNumberSemi(current.ToString());
            DisplayText.text = current.ToString();
        }
        /// <summary>
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,29 +882,29 @@
            {
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    List<IntVector2> allTowerP = new List<IntVector2>();
                    List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                    // List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
                    // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                    for (int i = 0; i < m_listTower.Count; i++)
                    {
                        if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                        {
                            if (towerToMove.gridPosition != m_listTower[i].gridPosition)
                                //说明可以合成
                                allPSTowerP.Add(m_listTower[i].gridPosition);
                        }
                        else
                        {
                            //把不符合条件的传进去
                            allTowerP.Add(m_listTower[i].gridPosition);
                        }
                    }
                    // for (int i = 0; i < m_listTower.Count; i++)
                    // {
                    //     if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                    //     {
                    //         if (towerToMove.gridPosition != m_listTower[i].gridPosition)
                    //             //说明可以合成
                    //             allPSTowerP.Add(m_listTower[i].gridPosition);
                    //     }
                    //     else
                    //     {
                    //         //把不符合条件的传进去
                    //         allTowerP.Add(m_listTower[i].gridPosition);
                    //     }
                    // }
                    if (m_CurrentArea != null)
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
                        //修改为只要开启格子都可以放
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null);
                        //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                    }
                }
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
Assets/StreamingAssets/Table/endless_buff.json
@@ -1 +1 @@
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Assets/UI/Loading/LoadingBg.png

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