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| | | _MainTex("Image Sequence", 2D) = "white" {} |
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| | | sampler2D _MainTex; |
| | | float4 _MainTex_ST; |
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| | | float _Speed; |
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| | | float2 texcoord:TEXCOORD0; |
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| | | float column = time - row * _HorizontalAmount; |
| | | //-- |
| | | //half2 uv = float2(i.uv.x / _HorizontalAmount, i.uv.y / _VerticalAmount); |
| | | //uv.x += column / _HorizontalAmount; |
| | | //uv.y -= row / _VerticalAmount; |
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| | | //-- |
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| | |
| | | using Core.Health; |
| | | using TowerDefense.Towers; |
| | | using UnityEngine; |
| | | |
| | | namespace TowerDefense.Affectors |
| | |
| | | |
| | | |
| | | /// <summary> |
| | | /// 当前Affactor对应的Tower指针. |
| | | /// </summary> |
| | | public Tower towerPtr { get; set; } |
| | | |
| | | /// <summary> |
| | | /// Initializes the effect with search data |
| | | /// </summary> |
| | | /// <param name="affectorAlignment"> |
| | |
| | | m_TrackingEnemy = targetter.GetTarget( waveLineID, bWoodAffector ); |
| | | if (m_TrackingEnemy == null) |
| | | { |
| | | if (this.towerPtr) |
| | | towerPtr.setTowerState(false); |
| | | return; |
| | | }else |
| | | { |
| | | if (this.towerPtr) |
| | | towerPtr.setTowerState(true); |
| | | } |
| | | |
| | | if (isMultiAttack) |
| | |
| | | public Material materialMonsterOppo; |
| | | |
| | | /// <summary> |
| | | /// 当前塔防对应的攻击和等待Mat. |
| | | /// </summary> |
| | | public Material materialTowerAttackSelf; |
| | | public Material materialTowerWaitSelf; |
| | | |
| | | /// <summary> |
| | | /// 0 空状态 1 等待状态 2 攻击状态. |
| | | /// </summary> |
| | | protected int curActionState = 0; |
| | | |
| | | /// <summary> |
| | | /// 塔防对应的充能状态. |
| | | /// </summary> |
| | | public ETowerFuntion eTowerFuntion = ETowerFuntion.NULL; |
| | | public BulletUICtl bulletCtl = null; |
| | | |
| | | /// <summary> |
| | | /// The tower levels associated with this tower |
| | |
| | | get { return currentLevel == levels.Length - 1; } |
| | | } |
| | | |
| | | public void setTowerState(bool attack) |
| | | { |
| | | if (!materialTowerAttackSelf) return; |
| | | |
| | | if (attack && (this.curActionState != 2)) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf); |
| | | this.curActionState = 2; |
| | | } |
| | | |
| | | if ((!attack) && (this.curActionState != 1)) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf); |
| | | this.curActionState = 1; |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 是否是对手塔防 |
| | | /// </summary> |
| | |
| | | if (opponentSide) |
| | | currentTowerLevel.SetTowerMonsterMat(materialMonsterOppo); |
| | | else |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialMonsterSelf); |
| | | this.setTowerState(false); |
| | | } |
| | | |
| | | |
| | | if (opponentSide) |
| | | { |
| | |
| | | } |
| | | |
| | | // |
| | | // 根据是否是子弹塔防来决定是否显示相应的界面.WORK START: 处理出来下一步的子弹减少和对应的充子弹时间. |
| | | // 根据是否是子弹塔防来决定是否显示相应的界面 |
| | | if (this.eTowerFuntion == ETowerFuntion.BULLET) |
| | | { |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x); |
| | | if (buc) |
| | | { |
| | | buc.gameObject.SetActive(true); |
| | | this.bulletCtl = buc; |
| | | buc.resetToMaxBullet(); |
| | | } |
| | | } |
| | | } |
| | | |
| | |
| | | Affector[] m_Affectors; |
| | | |
| | | /// <summary> |
| | | /// TEST CODE: 是否已经缩放. |
| | | /// </summary> |
| | | protected bool bScaleForCombat = false; |
| | | |
| | | /// <summary> |
| | | /// Gets the list of effects attached to the tower |
| | | /// </summary> |
| | | protected Affector[] Affectors |
| | |
| | | foreach (Affector effect in Affectors) |
| | | { |
| | | effect.Initialize(alignment, mask); |
| | | |
| | | effect.towerPtr = tower; |
| | | } |
| | | m_ParentTower = tower; |
| | | } |
| | |
| | | { |
| | | t.GetComponent<MeshRenderer>().material = mat; |
| | | Vector3 scale = t.localScale; |
| | | |
| | | if( !this.bScaleForCombat) |
| | | { |
| | | scale.z *= 1.267f; |
| | | t.localScale = scale; |
| | | Vector3 pos = t.localPosition; |
| | | pos.z -= 0.2f; |
| | | t.localPosition = pos; |
| | | bScaleForCombat = true; |
| | | } |
| | | } |
| | | } |
| | | } |
| | |
| | | { |
| | | public Image bulletScaleMask; |
| | | public float fAdjValue; |
| | | /// <summary> |
| | | /// 最大子弹数目. |
| | | /// </summary> |
| | | public int maxBulletNum; |
| | | /// <summary> |
| | | /// 当前的子弹数目. |
| | | /// </summary> |
| | | protected int curBulletNum; |
| | | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | resetToMaxBullet(); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 重设子弹数目到最大. |
| | | /// </summary> |
| | | public void resetToMaxBullet() |
| | | { |
| | | this.curBulletNum = maxBulletNum; |
| | | this.updateBulletUI(curBulletNum, maxBulletNum); |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 减少子弹,返回减少后的子弹数目。 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | public int decBullet() |
| | | { |
| | | if (this.curBulletNum <= 0) return 0; |
| | | this.curBulletNum--; |
| | | this.updateBulletUI(curBulletNum, maxBulletNum); |
| | | return curBulletNum; |
| | | } |
| | | |
| | | /// <summary> |