MainCanvas为Space,调整新手引导在Bottom上,还原魏哥UI适配代码,改为延迟执行
6 files modified
159 ■■■■■ changed files
Assets/00000/package/Prefab/Effect_HuoJingLing_Hit.prefab 31 ●●●●● patch | view | raw | blame | history
Assets/Scenes/Levels/Battle/Endless.unity 3 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs 110 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs 2 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/MainMenuScene.cs 5 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs 8 ●●●●● patch | view | raw | blame | history
Assets/00000/package/Prefab/Effect_HuoJingLing_Hit.prefab
@@ -14529,6 +14529,8 @@
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Assets/Scenes/Levels/Battle/Endless.unity
@@ -6380,7 +6380,7 @@
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  m_Enabled: 1
  serializedVersion: 3
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  buyButtonScaler: 1.9
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Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1,5 +1,4 @@
using System;
using System.Collections.Generic;
using Core.Utilities;
using KTGMGemClient;
using TowerDefense.Level;
@@ -7,25 +6,8 @@
using UnityEngine;
using UnityEngine.UI;
namespace TowerDefense.Towers.Placement {
    public class BuyButtonGroup
namespace TowerDefense.Towers.Placement
    {
        public BuyButtonGroup(Transform t,int x,int y)
        {
            this.button = t;
            this.x = x;
            this.y = y;
        }
        public Transform button;
        public int x;
        public int y;
    };
    /// <summary>
    /// A tower placement location made from a grid.
    /// Its origin is centered in the middle of the lower-right cell. It can be oriented in any direction
@@ -33,10 +15,6 @@
    [RequireComponent(typeof(BoxCollider))]
    public class TowerPlacementGridEndless : MonoBehaviour, IPlacementArea
    {
        [Range(0,100)]
        public float buyButtonScaler=1.9f;
        private List<BuyButtonGroup> mBuyButtons = new List<BuyButtonGroup>();
        public static float GRID_OPENCASH = 100;
        /// <summary>
@@ -341,15 +319,9 @@
                }
            }
        }
        void FixedUpdate()
        {
            // this.resizeBuyButtonSize(this.buyButtonScaler);
        }
        void Update()
        {
            if (m_arrCoinGenTime == null || !EndlessUIStart.instance.IsGameRunning) return;
            float delta = Time.deltaTime;
@@ -557,8 +529,6 @@
            m_AvailableCells = new bool[dimensions.x, dimensions.y];
            opponent = false;
        }
        /// <summary>
@@ -574,51 +544,25 @@
            SetUpGrid();
            // 初始化格子对应的屏幕坐标数据
            // 初始化格子对应的屏幕坐标数据 延迟执行
            Invoke("preCalculateGridUIPos",0.3f);
            //preCalculateGridUIPos();
        }
        /// <summary>
        /// OnGUI is called for rendering and handling GUI events.
        /// This function can be called multiple times per frame (one call per event).
        /// </summary>
        void OnGUI()
        {
            if (GUILayout.Button("11111111111111111111111111111111111111111111111111"))
            {
                //AudioSourceManager.Ins.Play(AudioEnum.BGM1);
            preCalculateGridUIPos();
        }
        void resizeBuyButtonSize(float defaultVal=1.9f)
        {
            foreach(BuyButtonGroup bbg in this.mBuyButtons)
            {
                Vector3 pos = bbg.button.position;
                pos.x = arrGridCentPos[bbg.x, bbg.y].x;
                pos.z = arrGridCentPos[bbg.x, bbg.y].y + (bbg.y - AttackRowNumbers) * defaultVal;
                pos.y = 30;
                bbg.button.position = pos;
                bbg.button.localRotation = Quaternion.identity;
                bbg.button.localScale = Vector3.one;
            }
            //for (int x = 0; x < dimensions.x; ++x)
            //{
            //    for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y)
            //    {
            //        if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue;
            //        GameObject container = GameObject.Find("BuyButtonContainer");
            //        Button buyButton = Instantiate(waitBuyBtnPrefab);
            //        buyButton.transform.SetParent(container.transform);
            //        mBuyButtons.Add(new BuyButtonGroup(buyButton.transform, x, y));
            //        //Camera.main.WorldToViewportPoint()
            //        Vector3 pos = buyButton.transform.position;
            //        pos.x = arrGridCentPos[x, y].x;
            //        pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
            //        pos.y = 30;
            //        buyButton.transform.position = pos;
            //        buyButton.transform.localRotation = Quaternion.identity;
            //        buyButton.transform.localScale = Vector3.one;
            //    }
            //}
        void ResetPos(){
        }
        /// <summary>
@@ -628,7 +572,6 @@
        /// </summary>
        void preCalculateGridUIPos()
        {
            arrGridCentPos = new Vector2[dimensions.x, dimensions.y];
            Vector3 targetPos = GridToWorld(new IntVector2(0, 0), new IntVector2(1, 1));
@@ -647,7 +590,6 @@
                }
            }
            // 血条位置的设定
            PreCalculateTowerBloodUi();
@@ -663,17 +605,13 @@
                    Button buyButton = Instantiate(waitBuyBtnPrefab);
                    buyButton.transform.SetParent(container.transform);
                    mBuyButtons.Add(new BuyButtonGroup(buyButton.transform, x, y));
                    //Camera.main.WorldToViewportPoint()
                    //Vector3 pos = buyButton.transform.position;
                    //pos.x = arrGridCentPos[x, y].x;
                    //pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
                    //pos.y = 30;
                    //buyButton.transform.position = pos;
                    //buyButton.transform.localRotation = Quaternion.identity;
                    //buyButton.transform.localScale = Vector3.one;
                    Vector3 pos = buyButton.transform.position;
                    pos.x = arrGridCentPos[x, y].x;
                    pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
                    pos.y = 30;
                    buyButton.transform.position = pos;
                    buyButton.transform.localRotation = Quaternion.identity;
                    buyButton.transform.localScale = Vector3.one;
                    // 设置按钮对应的点击功能
                    EndlessTowerGridOpen tgo = buyButton.GetComponent<EndlessTowerGridOpen>();
@@ -685,8 +623,6 @@
                    }
                }
            }
            this.resizeBuyButtonSize();
        }
        /// <summary>
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -78,7 +78,7 @@
            countDownTextNew.text = "";
            countDownTextNew.gameObject.SetActive(false);
            Instantiate(Resources.Load<GameObject>("UI/Guide/GuidePanel"), this.transform);
            Instantiate(Resources.Load<GameObject>("UI/Guide/GuidePanel"), GameObject.Find("BottomUI").transform);
            AddGuideEvent();
        }
Assets/Scripts/TowerDefense/UI/MainMenuScene.cs
@@ -70,7 +70,8 @@
    /// </summary>
    public void cooperateBtnClick()
    {
        AudioSourceManager.Ins.Play(AudioEnum.UI);
        AudioSourceManager.Ins?.Play(AudioEnum.UI);
        combatBtn.transform.DOKill();
        combatBtn.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
@@ -85,7 +86,7 @@
    /// </summary>
    public void StartGame()
    {
        AudioSourceManager.Ins.Play(AudioEnum.UI);
        AudioSourceManager.Ins?.Play(AudioEnum.UI);
        combatBtn.transform.DOKill();
        combatBtn.transform.localScale = new Vector3(1.0f, 1.0f, 1.0f);
Assets/Scripts/TowerDefense/UI/TextMoveDoTween.cs
@@ -23,6 +23,8 @@
    {
    }
    private float scaleOffect = 1.5f;
    /// <summary>
    /// 当前的
    /// </summary>
@@ -42,7 +44,7 @@
        sval.x = 1.0f;
        sval.y = 1.0f;
        sval.z = 1.0f;
        bloodText.transform.localScale = sval;
        bloodText.transform.localScale = sval * scaleOffect;
        bloodText.text = text;
        this.TextMove(bloodText,crit );
@@ -75,9 +77,9 @@
        float baseTime = 0.3f;
        if (crit)
            baseTime = 0.2f;
        float scaleUp = 1.8f;
        float scaleUp = 1.8f * scaleOffect;
        if (crit)
            scaleUp = 2.2f;
            scaleUp = 2.2f * scaleOffect;
        float scaleVec = Screen.height / 2400f;
        int basey = rd.Next( (int)(100*scaleVec),(int)(180*scaleVec) );
        if( crit )