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| | |
| | | /** |
| | | |
| | | using UnityEngine; |
| | | /** |
| | | * 全局配置 |
| | | * @Author: chenxin |
| | | * @Date: 2020-10-14 10:40:24 |
| | |
| | | /// 每一轮游戏中成功购买塔的数量 |
| | | /// </summary> |
| | | public static int EndlessBuyTowerCount; |
| | | |
| | | #region 各个塔的偏移量 |
| | | public static Vector3 fireScale = new Vector3(1.92f, 1.92f, 2.208f); |
| | | public static Vector3 woodScale = new Vector3(1.5f, 1.5f, 2.82f); |
| | | public static Vector3 waterScale = new Vector3(1.0f, 1.0f, 1.88f); |
| | | |
| | | public static Vector3 fireOffectp = new Vector3(0f, 0f, -0.15f); |
| | | public static Vector3 woodOffectp = new Vector3(0.08f, 0f, 0.2f); |
| | | #endregion |
| | | } |
| | | } |
| | |
| | | List<reward> rewardList = EndlessPortData.GetDropRewardList(EndlessLevelManager.instance.CurrentLevel, |
| | | EndlessLevelManager.instance.WaveManager.CurrentWaveIndex + 1, tunel); |
| | | |
| | | if (rewardList.Count > 0) |
| | | //if (rewardList.Count > 0) |
| | | EndlessDropManager.instance.AddDrop(rewardList, gameObject.transform.position); |
| | | } |
| | | } |
| | |
| | | // River: 为了开始拖动后可以直接显示GhostTower |
| | | m_GameUI.TryMoveGhost(pointer, false); |
| | | |
| | | if (m_GameUI.HasTower) |
| | | { |
| | | Debug.Log("什么时候拖拽的"); |
| | | this.isInDragState = true; |
| | | AudioSourceManager.Ins.Play(AudioEnum.DragTower); |
| | | m_GameUI.CheckAllCanPlace();//检查上阵宝石有么有可以合成的位置 |
| | | |
| | | currentTimeScale = Time.timeScale; |
| | | Time.timeScale = 0.5f; |
| | | |
| | | } |
| | | } |
| | | |
| | | protected override void OnDrag(PointerActionInfo pointer) |
| | |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <param name="y"></param> |
| | | public void CheckCanPlaceUpdate(int x, int y) |
| | | public void CheckCanPlaceUpdate(int x, int y, bool isEmpty, string towerName) |
| | | { |
| | | CloseCanPlace(); |
| | | currentCanPlace = m_Tiles[x, y]; |
| | | currentCanPlace.SetSelect(true); |
| | | if (isEmpty) |
| | | { |
| | | currentCanPlace.SetTowerVirtualshadow(towerName); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | using System.Collections.Generic; |
| | | using ActionGameFramework.Health; |
| | | using Core.Health; |
| | | using KTGMGemClient; |
| | | using TowerDefense.Affectors; |
| | | using TowerDefense.Towers.Data; |
| | | using TowerDefense.UI.HUD; |
| | |
| | | |
| | | Vector3 normalScale; |
| | | |
| | | private Vector3 fireScale = new Vector3(1.92f, 1.92f, 2.208f); |
| | | private Vector3 woodScale = new Vector3(1.5f, 1.5f, 2.82f); |
| | | private Vector3 waterScale = new Vector3(1.0f, 1.0f, 1.88f); |
| | | |
| | | private Vector3 fireOffectp = new Vector3(0f, 0f, -0.15f); |
| | | |
| | | private Vector3 woodOffectp = new Vector3(0.08f, 0f, 0.2f); |
| | | |
| | | private void Awake() |
| | | { |
| | | mat = transform.Find("Cube"); |
| | |
| | | if (transform.name.StartsWith("GrowUpTower")) |
| | | { |
| | | //火元素 |
| | | mat.localScale = fireScale; |
| | | mat.localPosition = fireOffectp; |
| | | mat.localScale = GameConfig.fireScale; |
| | | mat.localPosition = GameConfig.fireOffectp; |
| | | } |
| | | else if (transform.name.StartsWith("BlinkTower")) |
| | | { |
| | | //木元素 |
| | | mat.localScale = woodScale; |
| | | mat.localPosition = woodOffectp; |
| | | mat.localScale = GameConfig.woodScale; |
| | | mat.localPosition = GameConfig.woodOffectp; |
| | | |
| | | } |
| | | else if (transform.name.StartsWith("CopyCatTower")) |
| | |
| | | using Core.Health; |
| | | using System.Globalization; |
| | | using Core.Health; |
| | | using Core.Input; |
| | | using Core.Utilities; |
| | | using DG.Tweening; |
| | |
| | | /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state. |
| | | /// </summary> |
| | | TowerPlacementGhost m_CurrentTower; |
| | | |
| | | public bool HasTower{ |
| | | get{ |
| | | return m_CurrentTower!=null; |
| | | } |
| | | } |
| | | |
| | | // TowerList用于简单记录相关的数据 |
| | | protected List<Tower> m_listTower = new List<Tower>(); |
| | |
| | | /// </summary> |
| | | public void CloseCanPlaceRenderer() |
| | | { |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) |
| | | if (m_CurrentTower && m_CurrentTower.controller && 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(); |
| | | else |
| | | { |
| | | GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower"); |
| | | if (placeObj != null) |
| | | (placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless).CloseCanPlaceRenderer(); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | //Debug.Log("得到了一个空的塔位"); |
| | | |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y); |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, ""); |
| | | //if(temporaryMat) |
| | | } |
| | | else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | | { |
| | | if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) |
| | | { |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName); |
| | | } |
| | | else |
| | | { |
| | | (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); |
| | | } |
| | | } |
| | | |
| | | else |
| | | { |
| | | (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | //Debug.Log("什么情况"); |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | dragTowerPlacement.CloseCanPlace(); |
| | | } |
| | | } |
| | | } |
| | | |
| | | TowerPlacementGridEndless dragTowerPlacement; |
| | | |
| | | /// <summary> |
| | | /// 目标位置是否是可攻击属性的空塔位 |
| | |
| | | return false; |
| | | } |
| | | } |
| | | |
| | | if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | | { |
| | | if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) |
| | | { |
| | | return true; |
| | | } |
| | | } |
| | | |
| | | return false; |
| | | } |
| | | |
| | |
| | | // 获取相应的放置区域。 |
| | | GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower"); |
| | | if (placeObj != null) |
| | | { |
| | | m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); |
| | | dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless; |
| | | } |
| | | placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); |
| | | EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); |
| | | } |
| | |
| | | } |
| | | } |
| | | // 炸弹是区域攻击显示: |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) |
| | | else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) |
| | | { |
| | | // 测试代码与战场区域碰撞,碰撞后显示攻击区域: |
| | | BattleAreaRaycast(ref npt); |
| | |
| | | AudioSourceManager.Ins.Play(AudioEnum.UI); |
| | | |
| | | // 还没到技能时间,忽略掉技能宝石 |
| | | Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); |
| | | //Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); |
| | | Tower newTower = GetRandomTower(false); |
| | | |
| | | if (!newTower) |
| | | throw new Exception("未能成功产生Tower"); |
| | |
| | | using UnityEngine; |
| | | using TowerDefense.Level; |
| | | using UnityEditor; |
| | | using KTGMGemClient; |
| | | |
| | | namespace TowerDefense.UI.HUD |
| | | { |
| | |
| | | { |
| | | SetSelect(false); |
| | | } |
| | | else if (towerVSRenderer.enabled) |
| | | { |
| | | towerVSRenderer.enabled = false; |
| | | } |
| | | } |
| | | |
| | | } |
| | |
| | | /// 设置当前材质 |
| | | /// </summary> |
| | | /// <param name="isSelect"></param> |
| | | /// <param name="isEmpty"></param> |
| | | public void SetSelect(bool isSelect) |
| | | { |
| | | canPlaceRenderer.material = isSelect ? selectMat : canPlaceMat; |
| | | if (isSelect) |
| | | { |
| | | if (canPlaceRenderer.material != selectMat) |
| | | { |
| | | canPlaceRenderer.material = selectMat; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (canPlaceRenderer.material != canPlaceMat) |
| | | { |
| | | canPlaceRenderer.material = canPlaceMat; |
| | | } |
| | | if (towerVSRenderer.enabled) |
| | | towerVSRenderer.enabled = false; |
| | | } |
| | | } |
| | | /// <summary> |
| | | /// 塔的虚影 |
| | | /// </summary> |
| | | public Renderer towerVSRenderer; |
| | | |
| | | /// <summary> |
| | | /// 塔的虚影 |
| | | /// </summary> |
| | | public Material towerVSMat; |
| | | |
| | | public Texture fire, wood; |
| | | |
| | | |
| | | private Vector3 fireScale = new Vector3(1.02f, 0.926f, 1f); |
| | | private Vector3 woodScale = new Vector3(0.82f, 1.03f, 1f); |
| | | private Vector3 waterScale = new Vector3(1.0f, 1.0f, 1.88f); |
| | | |
| | | private Vector3 fireOffectp = new Vector3(-0.05f, 0f, 0f); |
| | | private Vector3 woodOffectp = new Vector3(0.0f, 0f, 0.19f); |
| | | public void SetTowerVirtualshadow(string towerName) |
| | | { |
| | | |
| | | if (towerName.StartsWith("GrowUpTower")) |
| | | { |
| | | if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true; |
| | | |
| | | //火元素 |
| | | towerVSMat.SetTexture(shaderPropertyName, fire); |
| | | towerVSRenderer.transform.localScale = fireScale; |
| | | towerVSRenderer.transform.localPosition = fireOffectp; |
| | | |
| | | } |
| | | else if (towerName.StartsWith("BlinkTower")) |
| | | { |
| | | if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true; |
| | | |
| | | //木元素 |
| | | towerVSMat.SetTexture(shaderPropertyName, wood); |
| | | //木元素 |
| | | towerVSRenderer.transform.localScale = woodScale; |
| | | towerVSRenderer.transform.localPosition = woodOffectp; |
| | | |
| | | } |
| | | else if (towerName.StartsWith("CopyCatTower")) |
| | | { |
| | | //水元素 |
| | | |
| | | } |
| | | } |
| | | string shaderPropertyName; |
| | | |
| | | /// <summary> |
| | | /// Start is called on the frame when a script is enabled just before |
| | | /// any of the Update methods is called the first time. |
| | | /// </summary> |
| | | void Start() |
| | | { |
| | | shaderPropertyName = ShaderUtil.GetPropertyName(towerVSMat.shader, 0); |
| | | //Debug.Log("获取到了Shader的名字" + shaderPropertyName); |
| | | towerVSRenderer.enabled = false; |
| | | } |
| | | |
| | | |
| | |
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| | |
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