wangguan
2020-12-11 ec421b9b8a9103d6582650d988e152b2c5be065e
Merge commit '8781814330913eac125a40acce48c82bdcdb7840'
4 files modified
213 ■■■■■ changed files
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseKeyboardMouseInput.cs 4 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseTouchInput.cs 4 ●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs 14 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 191 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseKeyboardMouseInput.cs
@@ -197,7 +197,9 @@
            if (isDraging && (pointer != null) && (m_GameUI.isBuilding))
            {
                m_GameUI.TryMoveGhost(pointer, false);
                m_GameUI.CheckTowerPlace(pointer);
                //m_GameUI.CheckTowerPlace(pointer);
                m_GameUI.CheckTowerPlaceNew(pointer);
            }
        }
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseTouchInput.cs
@@ -362,7 +362,9 @@
            {
                m_GameUI.TryMoveGhost(pointer, false);
                m_GameUI.CheckTowerPlace(pointer);
                //m_GameUI.CheckTowerPlace(pointer);
                m_GameUI.CheckTowerPlaceNew(pointer);
            }
        }
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -908,7 +908,8 @@
        /// </summary>
        /// <param name="ix"></param>
        /// <param name="iy"></param>
        public void PlayPutPs(int ix, int iy){
        public void PlayPutPs(int ix, int iy)
        {
            m_Tiles[ix, iy].PutPs();
        }
@@ -958,12 +959,14 @@
        void initTileGridType()
        {
            m_arrGridType = new PlacementGridType[dimensions.x, dimensions.y];
            int sy = dimensions.y - 1;
            //int sy = dimensions.y - 1;
            for (int tx = 0; tx < dimensions.x; tx++)
            {
                m_arrGridType[tx, sy - 1] = PlacementGridType.EGridWaitBuy;
                m_arrGridType[tx, sy] = PlacementGridType.EGridOpen;
                m_arrGridType[tx, 0] = PlacementGridType.EGridOpen;
                m_arrGridType[tx, 1] = PlacementGridType.EGridOpen;
                m_arrGridType[tx, 2] = PlacementGridType.EGridWaitBuy;
                m_arrGridType[tx, 3] = PlacementGridType.EGridOpen;
            }
            ++GameConfig.EndlessOpenAttackTowerCount;
        }
@@ -1059,7 +1062,7 @@
                m_Tiles = new PlacementTile[dimensions.x, dimensions.y];
                // 无尽模式上面两排都是可上阵的,所以这里-2
                for (int y = dimensions.y - 2; y < dimensions.y; y++)
                for (int y = 0; y < dimensions.y; y++)
                {
                    for (int x = 0; x < dimensions.x; x++)
                    {
@@ -1076,6 +1079,7 @@
                        newTile.SetRender(false, "");//初始化不显示
                    }
                }
            }
        }
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -724,7 +724,7 @@
                if (sTower && sTower != towerToMove)
                {
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode)
                    if (towerToMove)
                        return true;
                }
            }
@@ -1027,18 +1027,18 @@
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
                //下面是为了设置一个虚拟的塔
                if (checkTowerPlaceTower != null)
                {
                    Debug.Log(checkTowerPlaceTower.name);
                    if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                    {
                        if (checkTowerPlaceTower.bInAttackMode)
                        {
                            //鼠标检测到了塔
                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                        }
                        else
                        {
@@ -1058,24 +1058,11 @@
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                            }
                        }
                        }
                    }
                    else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                    {
                        //技能宝石没有上阵
                        if (bInAttackModeTower == null)
                        {
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                        else if (bInAttackModeTower != checkTowerPlaceTower)
                        {
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
                    }
                }
                else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
@@ -1123,6 +1110,101 @@
        TowerPlacementGridEndless dragTowerPlacement;
        public void CheckTowerPlaceNew(PointerInfo pointerInfo)
        {
            //return;
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
                {
                    if (m_GridPosition.y == 0 || m_GridPosition.y == 1)
                    {
                        Debug.Log("未上阵区域,不管有没有塔,都强行吸附");
                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                    }
                    else if (m_GridPosition.y == 2 || m_GridPosition.y == 3)
                    {
                        //Debug.Log("已上阵区域,如果是空格子就强行吸附,先判断是否有塔");
                        checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
                        if (checkTowerPlaceTower != null)
                        {
                            Debug.Log(checkTowerPlaceTower.name);
                            if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                            {
                                if (checkTowerPlaceTower.bInAttackMode)
                                {
                                    //鼠标检测到了塔
                                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
                                }
                                else
                                {
                                    if (!towerToMove.bInAttackMode)
                                    {
                                        //没有上阵
                                        if (bInAttackModeTower == null)
                                        {
                                            bInAttackModeTower = checkTowerPlaceTower;
                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                        }
                                        else if (bInAttackModeTower != checkTowerPlaceTower)
                                        {
                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                                            bInAttackModeTower = checkTowerPlaceTower;
                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                        }
                                    }
                                }
                                m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
                            }
                        }
                        else if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                        {
                            //Debug.Log("空格子");
                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                        }
                        else
                        {
                            //Debug.Log($"上阵区域 m_GridPosition:{m_GridPosition.x} {m_GridPosition.y}   m_CurrentTower.controller.gridPosition:{m_CurrentTower.controller.gridPosition.x}  {m_CurrentTower.controller.gridPosition.y}");
                            if (m_GridPosition == towerToMove.gridPosition)
                            {
                                //Debug.Log("在原来的地方");
                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                                m_CurrentTower.transform.position = towerToMove.position;
                            }
                            else
                            {
                                CloseCanPlace();
                                //Debug.Log("上阵区域,没有开放的塔位");
                            }
                        }
                    }
                }
            }
            else
            {
                dragTowerPlacement.CloseCanPlace();
            }
        }
        /// <summary>
        /// 目标位置是否是可攻击属性的空塔位
        /// </summary>
@@ -1135,31 +1217,20 @@
            Tower sTower = PickTowerInGrid(pointer);
            if (sTower != null)
            {
                // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                if (towerToMove)
                {
                    return sTower;
                    // if (towerToMove.bInAttackMode)
                    // {
                    // }
                    // else
                    // {
                    //     if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                // {
                //     //说明可以合成
                //     return sTower;
                // }
                // else
                // {
                //     return null;
                // }
                if (towerToMove)
                {
                    if (towerToMove.bInAttackMode)
                    {
                        return sTower;
                    }
                    else
                    {
                        if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                        {
                            //说明可以合成
                            return sTower;
                        }
                    }
                }
                else
                {
@@ -1188,7 +1259,6 @@
        /// <param name="pointerInfo"></param>
        public void onEndTowerDrag(PointerInfo pointerInfo)
        {
            bool bSkill = false;
            if (temporaryMat != null)
            {
                //移动虚像隐藏
@@ -1202,8 +1272,10 @@
            }
            if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
                bSkill = true;
            {
                Debug.LogError("只能移动3种塔");
                return;
            }
            if (GameConfig.IsNewbie)
            {
                bool isCanChange = false;
@@ -1232,7 +1304,7 @@
                TryPlaceTower(pointerInfo);
                EndlessRandomTower.instance.UpdateDescDisplay();
            }
            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
            else if (isFreeAttackGrid(pointerInfo))
            {
                if (!TryPlaceTower(pointerInfo, false))
                {
@@ -1256,26 +1328,6 @@
            {
                CheckCanChangePos(pointerInfo);
            }
            // 当前是Skill塔位的状态.
            else if (bSkill)
            {
                if (SkillPlayEndDrag(pointerInfo))
                {
                    // 先释放掉当前的Ghost塔防.
                    CancelGhostPlacement();
                    // 删除towerToMove,确保塔防数据不再出现多个
                    if (towerToMove != null)
                    {
                        delTower(towerToMove);
                        towerToMove.showTower(true);
                        towerToMove.Sell();
                        towerToMove = null;
                    }
                }
                else
                    CancelPlaceTower(pointerInfo);
            }
            else
                CancelPlaceTower(pointerInfo);
        }
@@ -1289,7 +1341,8 @@
            if (sTower == null)
                return false;
            if (sTower.bInAttackMode == towerToMove.bInAttackMode)
            Debug.Log("开始检测是否可以交换塔");
            //if (sTower.bInAttackMode == towerToMove.bInAttackMode)
            {
                IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
@@ -2133,7 +2186,7 @@
                m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
                dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
            }
            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
            //placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
        }
@@ -2293,7 +2346,7 @@
                //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString());
                return;
            }
            var controller = output.collider.GetComponent<Tower>();
            Tower controller = output.collider.GetComponent<Tower>();
            if (controller != null)
            {
                // 泡泡禁锢状态不允许拖动
@@ -2788,6 +2841,10 @@
            m_CurrentTower = Instantiate(towerToBuild.towerGhostPrefab);
            m_CurrentTower.Initialize(towerToBuild);
            Debug.Log("SetUpGhostTower:" + towerToBuild.gridPosition);
            Debug.Log("SetUpGhostTower:" + m_CurrentTower.controller.gridPosition);
        }
        /// <summary>