wangguan
2020-10-29 8afc9ce1c752c24decad77e0989b367b8f2c4179
Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle
12 files modified
211 ■■■■■ changed files
Assets/Scripts/Common/GameConfig.cs 5 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs 30 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs 11 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs 3 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessSettlementPropList.cs 34 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 52 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs 66 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/RandomTower.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/Common/GameConfig.cs
@@ -46,11 +46,6 @@
        public static bool IsNewbie = true;
        /// <summary>
        /// 所有新手的引导步骤是否全部完成
        /// </summary>
        public static bool IsNewbieGuideCompleted = false;
        /// <summary>
        /// 无尽模式每一轮游戏中成功使用技能宝石的次数
        /// </summary>
        public static int EndlessPortUseSkillTowerCount;
Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs
@@ -45,7 +45,7 @@
        /// <summary>
        /// 掉落半径
        /// </summary>
        public float DropRadius { get; set; } = 50f;
        public float DropRadius { get; set; } = 5f;
        public Canvas canvas;
@@ -144,29 +144,19 @@
            Transform mainUITransform = mainUI.GetComponent<Transform>();
            obj.GetComponent<Transform>().SetParent(mainUITransform, true);
            // 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;
            // 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;
            // }
            if (isRandom)
            {
                Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius;
                Vector3 pos1 = p.normalized * p.magnitude;
                Vector3 objPos = obj.transform.position;
                objPos.x += pos1.x;
                objPos.z += pos1.y;
                obj.transform.position = objPos;
            }
            dropReward.PlayParticle();
            DropObjDic.Add(drop.Id, obj);
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -314,7 +314,7 @@
            if (EndlessLeveltate == LevelState.SpawningEnemies && IsAllWaveCompleted && NumberOfEnemies == 0)
            {
                // 新手的话,第一关完了暂停
                if (!GameConfig.IsNewbie || GameConfig.IsNewbieGuideCompleted)
                if (!GameConfig.IsNewbie)
                {
                    if (!UpdateLevel())
                        ChangeLevelState(LevelState.AllEnemiesSpawned);
Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs
@@ -43,7 +43,12 @@
            SelectBtn.onClick.AddListener(OnClickSelectBtn);
        }
        private void OnEnable()
        private void OnDisable()
        {
            Reset();
        }
        private void Reset()
        {
            isCompleted = false;
            SelectedIndex = -1;
@@ -74,10 +79,12 @@
        {
            if (SelectedIndex == -1) return;
            int index = SelectedIndex;
            HideBuffUI();
            if (BuffSelectCompleted != null)
                BuffSelectCompleted(SelectedIndex);
                BuffSelectCompleted(index);
        }
        public void ShowBuffUI()
Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs
@@ -84,7 +84,7 @@
            if (DropData.Reward.id == 0)
                resId = $"{path}{(int)DropData.Reward.type}";
            else
                resId = $"{path}{(int)DropData.Reward.type}_${DropData.Reward.id}";
                resId = $"{path}{(int)DropData.Reward.type}_{DropData.Reward.id}";
            Icon.sprite = Resources.Load<Sprite>(resId);
            Icon.SetNativeSize();
        }
Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs
@@ -53,9 +53,6 @@
        /// </summary>
        public void ReturnToMainMenu()
        {
            if (GameConfig.IsNewbieGuideCompleted)
                GameConfig.IsNewbie = false;
            // 清空所有Tween数据:
            DOTween.Clear();
            EndlessUIStart.bFirstLoaded = false;
Assets/Scripts/TowerDefense/UI/EndlessSettlementPropList.cs
@@ -3,6 +3,7 @@
using UnityEngine;
using TowerDefense.Level;
using UnityEngine.UI;
using Protobuf;
/**
 * 无尽模式结算界面列表脚本
@@ -30,20 +31,31 @@
            for (int i = 0; i < list.Count; ++i)
            {
                for (int j = 0; j < list[i].Reward.count; ++j)
                if (list[i].Reward.type == CURRENCY.Gold)
                {
                    GameObject item = Instantiate(ItemPrefab);
                    EndlessPropIcon propIcon = item.GetComponent<EndlessPropIcon>();
                    string resId = list[i].Reward.id == 0 ? resId = $"{(int)list[i].Reward.type}" : $"{list[i].Reward.type}_{list[i].Reward.id}";
                    Sprite iconSp = Resources.Load<Sprite>($"{iconPath}{resId}");
                    Sprite bgSp = Resources.Load<Sprite>($"{bgPath}{resId}");
                    propIcon.SetIcon(iconSp);
                    propIcon.SetBg(bgSp);
                    item.transform.SetParent(Grid.transform, false);
                    AddItem($"{(int)list[i].Reward.type}");
                }
                else
                {
                    for (int j = 0; j < list[i].Reward.count; ++j)
                    {
                        AddItem($"{(int)list[i].Reward.type}_{list[i].Reward.id}");
                    }
                }
            }
        }
        private void AddItem(string resId)
        {
            GameObject item = Instantiate(ItemPrefab);
            EndlessPropIcon propIcon = item.GetComponent<EndlessPropIcon>();
            Sprite iconSp = Resources.Load<Sprite>($"{iconPath}{resId}");
            Sprite bgSp = Resources.Load<Sprite>($"{bgPath}{resId}");
            propIcon.SetIcon(iconSp);
            propIcon.SetBg(bgSp);
            item.transform.SetParent(Grid.transform, false);
        }
    }
}
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -200,7 +200,7 @@
    private void NewbieGuideEnd()
    {
        EndlessLevelManager.instance.RestartWave();
        GameConfig.IsNewbieGuideCompleted = true;
        GameConfig.IsNewbie = false;
    }
    /// <summary>
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1198,18 +1198,6 @@
                        SetState(State.Normal);
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                        // 在sTower的位置播放升级特效
                        GameObject obj = Instantiate(TowerUpgradeEffectPrefab);
                        obj.transform.position = sTower.transform.position;
                        Vector3 pos = obj.transform.position;
                        pos.y += 5f;
                        obj.transform.position = pos;
                        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
                        if (ps == null)
                            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
                        ps.Play();
                        Destroy(obj, ps.main.duration);
                    }
                }
                else
@@ -1242,6 +1230,35 @@
            {
                PlaceGhost(pointer);
            }
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                string path = $"UI/ToBattle_{newTower.attributeId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = newTower.transform.position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
@@ -1309,7 +1326,7 @@
        /// <exception cref="InvalidOperationException">
        /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
        /// </exception>
        public void PlaceTower(int lvl = 0, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1330,7 +1347,10 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            PlayAppearEffect(createdTower.transform.position);
            if (!isUpgrade)
                PlayAppearEffect(createdTower.transform.position);
            else
                PlayUpgradeEffect(createdTower);
            // 处理成长骰子,复制骰子等等功能.
            if (lvl == 0)
@@ -1520,7 +1540,7 @@
        /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
        /// </summary>
        /// <param name="tow"></param>
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1)
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1584,7 +1604,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, isUpgrade);
            }
            return true;
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
@@ -346,6 +346,6 @@
            targetTower = getTowerByName(tname);
        // River: 随机找一个空白位置放置塔防。
        EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl);
        EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl, -1, true);
    }
}
Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -358,7 +358,7 @@
        public void delTower(Tower t)
        {
            // 删除Tower之前去掉充能条数据.
            if( t.bInAttackMode)
            if (t.bInAttackMode)
                t.DisableTowerUICtrl();
            // 删除Tower有可能对应的Timer.
@@ -609,7 +609,7 @@
            towerOld.showTower(false);
            towerToMove = towerOld;
            if( towerOld.bInAttackMode)
            if (towerOld.bInAttackMode)
            {
                int pro = towerOld.GetTowerUICtrlProgress();
                uiCtlProgresss = pro;
@@ -865,7 +865,7 @@
                if (tw != null)
                {
                    LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId);
                    // 顺便设置界面的进展
                    if (uiCtlProgresss > 0)
                    {
@@ -1287,18 +1287,7 @@
                        //UpgradeSelectedTower();
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                        // 在sTower的位置播放升级特效
                        GameObject obj = Instantiate(TowerUpgradeEffect);
                        obj.transform.position = sTower.transform.position;
                        Vector3 pos = obj.transform.position;
                        pos.y += 5f;
                        obj.transform.position = pos;
                        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
                        if (ps == null)
                            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
                        ps.Play();
                        Destroy(obj, ps.main.duration);
                    }
                }
                else
@@ -1331,6 +1320,35 @@
            {
                PlaceGhost(pointer);
            }
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffect;
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                string path = $"UI/ToBattle_{newTower.attributeId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = newTower.transform.position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
@@ -1424,7 +1442,7 @@
        /// <exception cref="InvalidOperationException">
        /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
        /// </exception>
        public void PlaceTower(int lvl = 0, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool opponent = false, bool isUpgrade = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1452,6 +1470,14 @@
            CancelGhostPlacement();
            if (!opponent)
            {
                if (!isUpgrade)
                    PlayAppearEffect(createdTower.transform.position);
                else
                    PlayUpgradeEffect(createdTower);
            }
            PlayAppearEffect(createdTower.transform.position);
            // 处理成长骰子,复制骰子等等功能.
@@ -1473,10 +1499,10 @@
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
@@ -1743,7 +1769,7 @@
        /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
        /// </summary>
        /// <param name="tow"></param>
        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0)
        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1804,7 +1830,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, false, isUpgrade);
            }
        }
@@ -2212,7 +2238,7 @@
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
Assets/Scripts/TowerDefense/UI/HUD/RandomTower.cs
@@ -507,7 +507,7 @@
        }
        // River: 随机找一个空白位置放置塔防。
        GameUI.instance.RandomPlaceTower(targetTower, x, y, lvl);
        GameUI.instance.RandomPlaceTower(targetTower, x, y, lvl, true);
        return;
    }
}