River Jiang
2020-10-28 4fe7a27d965c1433c940d5b3eaa13930fa999621
提交充能技能条动画
111 files added
5 files modified
188697 ■■■■■ changed files
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Assets/Scenes/Levels/Battle/GemBattle.unity
@@ -5273,6 +5273,8 @@
    type: 3}
  waitBuyBtnPrefab: {fileID: 1470395276146401766, guid: c05f40848dbdf1a4da8b4e45d7b9f1e3,
    type: 3}
  energyEffectPrefab: {fileID: 6740320714111919447, guid: c9fb6497ab1288942a4dd67d131473c9,
    type: 3}
  TestParticle: {fileID: 0}
  debugImg: {fileID: 2956664473313611620, guid: d4086517241a50e49aaca47484c61113,
    type: 3}
@@ -14005,8 +14007,9 @@
    type: 3}
  waitBuyBtnPrefab: {fileID: 1470395276146401766, guid: c05f40848dbdf1a4da8b4e45d7b9f1e3,
    type: 3}
  TestParticle: {fileID: 312346380397794538, guid: bd7af3572d4954542a9b552ea0736ac6,
  energyEffectPrefab: {fileID: 6740320714111919447, guid: c9fb6497ab1288942a4dd67d131473c9,
    type: 3}
  TestParticle: {fileID: 0}
  debugImg: {fileID: 2956664473313611620, guid: d4086517241a50e49aaca47484c61113,
    type: 3}
  gridFreePos: 0.18
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -270,6 +270,7 @@
                        m_FireTimer = m_FireTimer / 3.0f;
                        towerPtr.uiProOffset = 0;
                        towerPtr.PlayEnergyEffect(true);
                    }
                }
                else
@@ -284,6 +285,8 @@
                        // 恢复正常攻击速度 
                        m_FireTimer = fBackupTimer;
                        towerPtr.PlayEnergyEffect(false);
                    }
                }
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGrid.cs
@@ -8,6 +8,7 @@
using TMPro.Examples;
using TowerDefense.Level;
using TowerDefense.UI.HUD;
using UnityEditor;
using UnityEngine;
using UnityEngine.Analytics;
using UnityEngine.UI;
@@ -54,7 +55,12 @@
        /// </summary>
        public Button waitBuyBtnPrefab;
        // TEST CODE:
        /// <summary>
        /// 充能特效对应的Prefab.
        /// </summary>
        public ParticleSystem energyEffectPrefab;
        // TEST CODE TO DELETE:
        public ParticleSystem TestParticle;
        protected ParticleSystem PlayParticle;
        protected Timer effectStopTimer;
@@ -121,6 +127,7 @@
        Vector2[] m_arrTowerBulletUIPos;
        BulletUICtl[] arrTowerBulletUi;
        EnergyUICtl[] arrTowerEnergyUi;
        ParticleSystem[] arrTowerEnergyEffect;
        /// <summary>
@@ -316,37 +323,58 @@
            }
        }
        protected void partilceUpdate()
        {
            if (bTimerStart)
            {
                if (effectStopTimer.Tick(Time.deltaTime))
                {
                    bTimerStart = false;
                    effectStopTimer.Reset();
                }
            }
            if (UnityEngine.Input.GetKeyDown(KeyCode.Q))
            {
                this.PlayEnergyEffect(2, true);
                return;
            }
            if (UnityEngine.Input.GetKeyDown(KeyCode.W))
            {
                this.PlayEnergyEffect(2, false);
                return;
            }
            // TEST CODE TO DELETE:
            if (PlayParticle != null)
            {
                if (UnityEngine.Input.GetKeyDown(KeyCode.E))
                {
                    PlayParticle = Instantiate(TestParticle);
                    Vector3 tpos = this.transform.position;
                    tpos.y += 5.0f;
                    PlayParticle.transform.position = tpos;
                    //Vector3 lookVec = Vector3.zero;
                    //lookVec.x = 1;
                    //PlayParticle.transform.LookAt(lookVec);
                    PlayParticle.Play();
                    //effectStopTimer.SetTime(0.15f);
                    //bTimerStart = true;
                }
                if (UnityEngine.Input.GetKeyDown(KeyCode.F))
                {
                    PlayParticle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
                }
            }
        }
        void Update()
        {
            /*            if (bTimerStart)
                        {
                            if (effectStopTimer.Tick(Time.deltaTime))
                            {
                                bTimerStart = false;
                                effectStopTimer.Reset();
                            }
                        }
                        // TEST CODE TO DELETE:
                        if ( PlayParticle != null)
                        {
                            if (UnityEngine.Input.GetKeyDown(KeyCode.E))
                            {
                                PlayParticle = Instantiate(TestParticle);
                                PlayParticle.transform.position = this.transform.position;
                                Vector3 lookVec = Vector3.zero;
                                lookVec.x = 1;
                                PlayParticle.transform.LookAt(lookVec);
                                PlayParticle.Play();
                                effectStopTimer.SetTime( 0.15f );
                                bTimerStart = true;
                            }
                            if (UnityEngine.Input.GetKeyDown(KeyCode.F))
                            {
                                PlayParticle.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
                            }
                        }*/
            //
            // TEST CODE TO DELETE:
            partilceUpdate();
            if (m_arrCoinGenTime == null) return;
@@ -731,6 +759,7 @@
            m_arrTowerBulletUIPos = new Vector2[dimensions.x];
            arrTowerBulletUi = new BulletUICtl[dimensions.x];
            arrTowerEnergyUi = new EnergyUICtl[dimensions.x];
            arrTowerEnergyEffect = new ParticleSystem[dimensions.x];
            for (int x = 0; x < dimensions.x; x++)
            {
@@ -768,12 +797,40 @@
                img.transform.SetAsFirstSibling();
                EnergyUICtl euc = img.GetComponent<EnergyUICtl>();
                arrTowerEnergyUi[x] = euc;
                // euc.gameObject.SetActive(false);
                euc.gameObject.SetActive(false);
                // 设置播放特效对应的3D坐标:
                Vector3 vpos = GridToWorld(new IntVector2(x, dy), new IntVector2(2, 1));
                vpos.x -= (gridSize / 2.0f);
                vpos.y += 5.0f;
                arrTowerEnergyEffect[x] = Instantiate( energyEffectPrefab );
                arrTowerEnergyEffect[x].transform.position = vpos;
                arrTowerEnergyEffect[x].Stop();
            }
            return;
        }
        /// <summary>
        /// 在指定的位置播放充能成功的特效.
        /// </summary>
        /// <param name="x"></param>
        /// <param name="play">是播放还是停止播放</param>
        public void PlayEnergyEffect( int x,bool play = true )
        {
            if (!arrTowerEnergyEffect[x]) return;
            if( play)
            {
                arrTowerEnergyEffect[x].Play();
            }
            else
            {
                arrTowerEnergyEffect[x].Stop();
            }
            return;
        }
        public void updateGridOpenCoin(int ix, int iy)
        {
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -187,6 +187,36 @@
        public bool opponentSide { get; set; }
        /// <summary>
        /// 播放充能状态特效.
        /// </summary>
        /// <param name="play"></param>
        public void PlayEnergyEffect( bool play)
        {
            if( play)
            {
                if( !opponentSide)
                {
                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, true);
                }
                else
                {
                    ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, true);
                }
            }
            else
            {
                if ( !opponentSide)
                {
                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, false);
                }
                else
                {
                    ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, false);
                }
            }
        }
        /// <summary>
        /// 当前是否处于攻击模式
        /// </summary>
        public bool bInAttackMode
Assets/Scripts/TowerDefense/UI/EnergyUICtl.cs
@@ -12,9 +12,16 @@
    public Image energyScaleMask;
    /// <summary>
    /// 充能条满后,在场景内播放的特效
    /// </summary>
    public GameObject energyEffPrefab;
    /// <summary>
    /// 当前的能量条进度.10份进度.
    /// </summary>
    protected int currentProgress;
    protected Vector3 vec3EffectPlay;
    // Start is called before the first frame update
    void Start()
@@ -24,6 +31,17 @@
    }
    /// <summary>
    /// 设置要播放特效的位置信息.
    /// </summary>
    /// <param name="vec"></param>
    public void SetEffectPlayPos( Vector3 vec)
    {
        vec3EffectPlay.x = vec.x;
        vec3EffectPlay.y = vec.y;
        vec3EffectPlay.z = vec.z;
    }
    /// <summary>
    /// 获取进度条进度.
    /// </summary>
    /// <returns></returns>