wangguan
2020-12-10 f9e3b913eb504615f4c87b09b2aa7fdc6e50fcbb
未上阵塔动作
开启塔位强行吸附Ghost
修改Ghost移动的射线检测
29 files added
14 files modified
1932 ■■■■■ changed files
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Assets/Prefabs/Towers/Fire/TowerLevel.prefab 20 ●●●●● patch | view | raw | blame | history
Assets/Prefabs/Towers/Water/TowerLevel.prefab 32 ●●●● patch | view | raw | blame | history
Assets/Prefabs/Towers/WoodTower/TowerLevel.prefab 22 ●●●●● patch | view | raw | blame | history
Assets/Scenes/Levels/Battle/Endless2D.unity 99 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseKeyboardMouseInput.cs 13 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 13 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/TowerPlacementGhost.cs 62 ●●●● patch | view | raw | blame | history
Assets/UI/Endless/Tower/Wood/s0/01.png patch | view | raw | blame | history
Assets/UI/Endless/Tower/Wood/s0/02.png patch | view | raw | blame | history
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Assets/UI/Endless/Tower/Wood/s1/08.png.meta 118 ●●●●● patch | view | raw | blame | history
Assets/UI/Fight/范围.png.meta 26 ●●●●● patch | view | raw | blame | history
Assets/UI/Fight/落点.png.meta 26 ●●●●● patch | view | raw | blame | history
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Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseKeyboardMouseInput.cs
@@ -138,18 +138,18 @@
        void OnMouseMoved(PointerInfo pointer)
        {
            // We only respond to mouse info
            var mouseInfo = pointer as MouseCursorInfo;
            // var mouseInfo = pointer as MouseCursorInfo;
            if ((mouseInfo != null) && (m_GameUI.isBuilding))
            {
                m_GameUI.TryMoveGhost(pointer, false);
            }
            // if ((mouseInfo != null) && (m_GameUI.isBuilding))
            // {
            //     m_GameUI.TryMoveGhost(pointer, false);
            // }
        }
        float currentTimeScale = 1.0f;
        float dragTime = 0;
        bool isDraging = false;
        protected virtual void OnStartDrag(PointerActionInfo pointer)
        {
            if (!isDraging)
@@ -197,7 +197,6 @@
            if (isDraging && (pointer != null) && (m_GameUI.isBuilding))
            {
                m_GameUI.TryMoveGhost(pointer, false);
                m_GameUI.CheckTowerPlace(pointer);
            }
        }
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1036,6 +1036,9 @@
                        {
                            //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
                        {
@@ -1084,6 +1087,9 @@
                        {
                            //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
@@ -2511,6 +2517,9 @@
            }
            else
            {
                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
                return;
                // 根据技能塔的类型,来碰撞不同的数据:
                // 火是列攻击:
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire)
@@ -2548,7 +2557,6 @@
                        m_CurrentTower.fadeOutAttackArea();
                }
                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
            }
        }
@@ -2587,8 +2595,9 @@
            {
                RaycastHit hit;
                Physics.Raycast(ray, out hit, float.MaxValue);
                // check against all layers that the ghost can be on
                Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
                //Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
                if (hit.collider == null)
                {
                    return;
Assets/Scripts/TowerDefense/UI/HUD/TowerPlacementGhost.cs
@@ -188,13 +188,15 @@
        /// over invalid locations</param>
        public virtual void Move(Vector3 worldPosition, Quaternion rotation, bool validLocation)
        {
            m_TargetPosition = worldPosition + up;
            if (!m_ValidPos)
            {
                // Immediately move to the given position
                m_ValidPos = true;
                transform.position = m_TargetPosition;
            }
            //Debug.Log("移动了");
            transform.position = worldPosition + up;
            // if (!m_ValidPos)
            // {
            //     // Immediately move to the given position
            //     m_ValidPos = true;
            //     transform.position = m_TargetPosition;
            // }
        }
@@ -203,32 +205,32 @@
        /// </summary>
        protected virtual void Update()
        {
            Vector3 currentPos = transform.position;
            //Vector3 currentPos = transform.position;
            //Debug.Log(transform.position);
            // if (this.bInDisplay && (radiusObject != null))
            // {
            //     this.fadeInTime -= Time.deltaTime;
            //     if (this.fadeInTime <= 0.0f)
            //     {
            //         bInDisplay = false;
            //         fadeInTime = 0.0f;
            //         Material tmat = radiusObject.GetComponent<MeshRenderer>().material;
            //         tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.1f);
            //     }
            // }
            if (this.bInDisplay && (radiusObject != null))
            {
                this.fadeInTime -= Time.deltaTime;
                if (this.fadeInTime <= 0.0f)
                {
                    bInDisplay = false;
                    fadeInTime = 0.0f;
                    Material tmat = radiusObject.GetComponent<MeshRenderer>().material;
                    tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), 0.1f);
                }
            }
            // if (Vector3.SqrMagnitude(currentPos - m_TargetPosition) > 0.01f)
            // {
            //     //currentPos = Vector3.SmoothDamp(currentPos, m_TargetPosition, ref m_MoveVel, dampSpeed);
            if (Vector3.SqrMagnitude(currentPos - m_TargetPosition) > 0.01f)
            {
                //currentPos = Vector3.SmoothDamp(currentPos, m_TargetPosition, ref m_MoveVel, dampSpeed);
            //     //transform.position = currentPos;
            //     transform.position = m_TargetPosition;
                //transform.position = currentPos;
                transform.position = m_TargetPosition;
            }
            else
            {
                m_MoveVel = Vector3.zero;
            }
            // }
            // else
            // {
            //     m_MoveVel = Vector3.zero;
            // }
        }
    }
}
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