chenxin
2020-10-24 2fc3753ac9c591a01f0d966984abe659113fe57f
无尽模式加了法阵和掉落的特效,改了场景canvas渲染模式
3 files renamed
26 files copied
11 files deleted
74 files added
42 files modified
421121 ■■■■■ changed files
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Assets/Scripts/Data/EndlessPortData.cs
@@ -179,8 +179,7 @@
                    int val = random.Next(waveData[i].DropTotalWeight);
                    // cx test
                    // if (val <= waveData[i].Config.drop_rate[j])
                    if (val <= waveData[i].Config.drop_rate[j])
                        // 命中
                        ret.Add(waveData[i].Config.drop[j]);
                }
Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs
@@ -16,11 +16,6 @@
    public class EndlessDropManager : Singleton<EndlessDropManager>
    {
        /// <summary>
        /// 掉落道具预制体列表
        /// </summary>
        public List<GameObject> PropList;
        /// <summary>
        /// 获得掉落事件
        /// </summary>
        public event Action<EndlessDrop> ObtainDropEvent;
@@ -40,10 +35,19 @@
        /// </summary>
        private Dictionary<int, GameObject> DropObjDic;
        private string dropPath = "UI/Props/EndlessDropEffect";
        /// <summary>
        /// 自动拾取时间,先统一处理
        /// </summary>
        public float AutoPickupTime = 5f;
        /// <summary>
        /// 掉落半径
        /// </summary>
        public float DropRadius { get; set; } = 50f;
        public Canvas canvas;
        // Start is called before the first frame update
        private void Start()
@@ -90,25 +94,6 @@
        }
        /// <summary>
        /// 根据reward获得预制体对象
        /// </summary>
        /// <param name="data"></param>
        private GameObject GetPrefabByReward(reward data)
        {
            switch (data.type)
            {
                case CURRENCY.Money:
                    return PropList[0];
                case CURRENCY.Gold:
                    return PropList[1];
                case CURRENCY.Box:
                    return PropList[1 + data.id];
            }
            return null;
        }
        /// <summary>
        /// 获得一些掉落
        /// </summary>
        /// <param name="list"></param>
@@ -120,17 +105,7 @@
                EndlessDrop drop = new EndlessDrop();
                drop.Reward = list[i];
                drop.Id = GetDropId();
                GameObject prefabObj = GetPrefabByReward(list[i]);
                if (prefabObj == null)
                {
                    Debug.LogError($"--------------------- type: {list[i].type} id:{list[i].id} 没有对应的预制体 ---------------------");
                    continue;
                }
                EndlessDropReward dropReward = prefabObj.GetComponent<EndlessDropReward>();
                drop.AutoPickupTime = dropReward.AutoPickupTime;
                drop.AutoPickupTime = AutoPickupTime;
                CreateDrop(drop, pos, list.Count > 0);
                AllDropList.Add(drop);
            }
@@ -153,32 +128,47 @@
        /// 在场景中创建掉落的icon
        /// </summary>
        /// <param name="drop"></param>
        /// <param name="pos"></param>
        /// <param name="worldPos">世界坐标</param>
        /// <param name="isRandom">是否需要随机位置</param>
        private void CreateDrop(EndlessDrop drop, Vector3 pos, bool isRandom = false)
        private void CreateDrop(EndlessDrop drop, Vector3 worldPos, bool isRandom = false)
        {
            GameObject dropLayer = GameObject.Find("DropLayer");
            GameObject prefabObj = GetPrefabByReward(drop.Reward);
            GameObject prefabObj = Resources.Load<GameObject>(dropPath);
            GameObject obj = Instantiate(prefabObj);
            EndlessDropReward dropReward = obj.GetComponent<EndlessDropReward>();
            dropReward.DropData = drop;
            dropReward.SetIcon();
            GameObject mainUI = GameObject.Find("MainUI");
            Transform mainUITransform = mainUI.GetComponent<Transform>();
            obj.GetComponent<Transform>().SetParent(mainUITransform, true);
            Vector3 screenPos = Camera.main.WorldToScreenPoint(pos);
            screenPos.z = 0;
            obj.transform.position = screenPos;
            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;
            }
            // 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;
            obj.GetComponent<EndlessDropReward>().DropData = drop;
            // 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;
            // }
            dropReward.PlayParticle();
            DropObjDic.Add(drop.Id, obj);
        }
Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -371,6 +371,7 @@
        /// </summary>
        private void BeginLevel()
        {
            if (EndlessGameUI.instance.state == EndlessGameUI.State.GameOver) return;
            ShowSelectBuffUI();
        }
Assets/Scripts/TowerDefense/Level/EndlessWaveManager.cs
@@ -90,7 +90,9 @@
        private string tunelMaterialPath = "UI/Endless/Tunel/tunel_";
        private void OnEnable()
        private string faZhenPath = "UI/Endless/Tunel/EndlessFaZhen";
        private void Start()
        {
            HideTunel();
        }
@@ -160,6 +162,16 @@
            return waves[waveline].StartingNode.GetNextNode().transform.position;
        }
        private void RefreshBoss()
        {
            if (CurrentWaveIndex > 0)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.SetBossImage(waveData[0].Config.resource);
            EndlessBossHPManager.instance.ShowHP();
        }
        /// <summary>
        /// 更新波
        /// </summary>
@@ -180,14 +192,18 @@
            {
                int tunel = waveData[i].Config.tunel;
                TunelList[tunel - 1].material = Resources.Load<Material>($"{tunelMaterialPath}{tunel}");
                GameObject obj = Resources.Load<GameObject>($"{faZhenPath}{tunel}");
                GameObject faZhen = Instantiate(obj);
                faZhen.transform.SetParent(TunelList[tunel - 1].gameObject.transform);
                faZhen.transform.localPosition = new Vector3(0, 1, 0);
                faZhen.transform.localScale = new Vector3(2, 2, 2);
                TunelList[tunel - 1].gameObject.SetActive(true);
                ParticleSystem ps = faZhen.transform.GetChild(0).GetComponent<ParticleSystem>();
                ps.Play();
                Destroy(ps.gameObject, ps.main.duration * 3);
            }
            if (CurrentWaveIndex > 0)
                EndlessBossHPManager.instance.SwitchHP(CurrentWaveIndex == TotalWaves - 1);
            EndlessBossHPManager.instance.SetBossInfo($"{waveData[0].Config.boss_name}  Lv.{Level}");
            EndlessBossHPManager.instance.UpdateWave(TotalWaves - CurrentWaveIndex);
            EndlessBossHPManager.instance.ShowHP();
            RefreshBoss();
            TotalEnemies = EndlessPortData.GetWaveEnemiesCount(Level, CurrentWaveIndex);
            RemainEnemies = TotalEnemies;
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -80,9 +80,9 @@
        private float[,] m_arrCoinGenTime;
        /// <summary>
        /// 每一个Tile格子的中心点对应的屏幕坐标.
        /// 每一个Tile格子的中心店的世界坐标
        /// </summary>
        private Vector2[,] m_arrGridCentUIPos;
        private Vector2[,] arrGridCentPos;
        /// <summary>
        /// 攻击塔位对应的UI位置信息.
@@ -93,11 +93,6 @@
        /// 所有塔位血条UI
        /// </summary>
        private TowerBloodVis[,] arrTowerBloodUi;
        /// <summary>
        /// 塔位对应的屏幕坐标尺寸
        /// </summary>
        private float m_fGridUISize;
        /// <summary>
        /// Array of <see cref="PlacementTile"/>s
@@ -533,49 +528,21 @@
        /// </summary>
        void preCalculateGridUIPos()
        {
            m_arrGridCentUIPos = new Vector2[dimensions.x, dimensions.y];
            arrGridCentPos = new Vector2[dimensions.x, dimensions.y];
            Vector3 targetPos = GridToWorld(new IntVector2(0, 0), new IntVector2(1, 1));
            Vector3 svec = transform.position;
            if (!ViewPortAdj.instance.bAdjViewPort)
                ViewPortAdj.instance.adjViewportRect();
            UnityEngine.Camera sceneCam = ViewPortAdj.instance.cachedCamera;
            Vector3 centPos = sceneCam.WorldToScreenPoint(targetPos);
            Vector3 lbPos = sceneCam.WorldToScreenPoint(svec);
            float size = 10.29f;
            m_fGridUISize = (centPos.y - lbPos.y) * 2.0f;
            for (int ty = 0; ty < dimensions.y; ty++)
            for (int x = 0; x < dimensions.x; ++x)
            {
                for (int tx = 0; tx < dimensions.x; tx++)
                for (int y = 0; y < dimensions.y; ++y)
                {
                    m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize;
                    m_arrGridCentUIPos[tx, ty].y = centPos.y + ty * m_fGridUISize;
                }
                if ((gridFreePos > 0) && (ty == (dimensions.y - 1)))
                {
                    targetPos = GridToWorld(new IntVector2(0, ty), new IntVector2(1, 1));
                    centPos = sceneCam.WorldToScreenPoint(targetPos);
                    for (int tx = 0; tx < dimensions.x; tx++)
                    {
                        m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize;
                        m_arrGridCentUIPos[tx, ty].y = centPos.y;
                    }
                }
                else if (gridFreePos2 > 0 && ty == dimensions.y - 2)
                {
                    targetPos = GridToWorld(new IntVector2(0, ty), new IntVector2(1, 1));
                    centPos = sceneCam.WorldToScreenPoint(targetPos);
                    for (int tx = 0; tx < dimensions.x; tx++)
                    {
                        m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize;
                        m_arrGridCentUIPos[tx, ty].y = centPos.y;
                    }
                    arrGridCentPos[x, y].x = targetPos.x + x * size;
                    arrGridCentPos[x, y].y = targetPos.y + y * size - 44.5f;
                }
            }
@@ -583,30 +550,27 @@
            PreCalculateTowerBloodUi();
            m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y];
            // 设置界面相关的内容:
            for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; y++)
            for (int x = 0; x < dimensions.x; ++x)
            {
                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;
                    if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue;
                    Button tbtn = Instantiate(waitBuyBtnPrefab);
                    GameObject go = GameObject.Find("MainUI");
                    if (!go) continue;
                    GameObject container = GameObject.Find("BuyButtonContainer");
                    Button buyButton = Instantiate(waitBuyBtnPrefab);
                    buyButton.transform.SetParent(container.transform);
                    Transform tp = go.GetComponent<Transform>();
                    tbtn.GetComponent<Transform>().SetParent(tp, true);
                    Vector3 tpos = tbtn.transform.position;
                    tpos.x = m_arrGridCentUIPos[x, y].x;
                    tpos.y = m_arrGridCentUIPos[x, y].y + m_fGridUISize / 10;
                    tbtn.transform.position = tpos;
                    // 设置为界面最下层:
                    tbtn.transform.SetAsFirstSibling();
                    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 = tbtn.GetComponent<EndlessTowerGridOpen>();
                    EndlessTowerGridOpen tgo = buyButton.GetComponent<EndlessTowerGridOpen>();
                    if (tgo)
                    {
                        tgo.SetBuyBtnInfo(x, y, this);
@@ -658,22 +622,19 @@
            {
                for (int y = 0; y < AttackRowNumbers; ++y)
                {
                    m_arrTowerBloodUIPos[x, y].x = m_arrGridCentUIPos[x, dy - y].x;
                    m_arrTowerBloodUIPos[x, y].y = m_arrGridCentUIPos[x, dy - y].y + m_fGridUISize / 10 * 3;
                    m_arrTowerBloodUIPos[x, y].x = arrGridCentPos[x, dy - y].x;
                    m_arrTowerBloodUIPos[x, y].y = arrGridCentPos[x, dy - y].y;
                    GameObject img = Instantiate(towerBloodUIPrefab);
                    GameObject go = GameObject.Find("MainUI");
                    if (!go) continue;
                    Transform tp = go.GetComponent<Transform>();
                    img.GetComponent<Transform>().SetParent(tp, true);
                    GameObject container = GameObject.Find("BuyButtonContainer");
                    img.transform.SetParent(container.transform);
                    Vector3 tpos = img.transform.position;
                    tpos.x = m_arrTowerBloodUIPos[x, y].x;
                    tpos.y = m_arrTowerBloodUIPos[x, y].y;
                    tpos.z = m_arrTowerBloodUIPos[x, y].y + 4.2f - y * 1.66f;
                    tpos.y = 30;
                    img.transform.position = tpos;
                    // 设置为界面最下层:
                    img.transform.SetAsFirstSibling();
                    img.transform.localScale = Vector3.one;
                    img.transform.localRotation = Quaternion.identity;
                    TowerBloodVis tbv = img.GetComponent<TowerBloodVis>();
                    arrTowerBloodUi[x, y] = tbv;
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -227,6 +227,9 @@
            // 
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x);
            if (buc == null) return;
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            {
                // 设置数据
Assets/Scripts/TowerDefense/UI/EndlessBossHPManager.cs
@@ -23,7 +23,14 @@
        /// </summary>
        public Image HPImage2;
        /// <summary>
        /// boss形象
        /// </summary>
        public Image BossImage;
        private string path = "UI/Endless/Blood/";
        private string bossPath = "UI/Endless/Boss/";
        /// <summary>
        /// 血条底图
@@ -192,5 +199,16 @@
        {
            return Resources.Load($"{path}{index}", typeof(Sprite)) as Sprite;
        }
        /// <summary>
        /// 设置boss形象
        /// </summary>
        /// <param name="resId"></param>
        public void SetBossImage(int resId)
        {
            resId = (resId + 1) % 2 + 1;
            BossImage.sprite = Resources.Load<Sprite>($"{bossPath}{resId}");
            BossImage.SetNativeSize();
        }
    }
}
Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs
@@ -1,9 +1,11 @@
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Core.Utilities;
using TowerDefense.Level;
using System;
using Protobuf;
/**
 * 无尽模式道具掉落管理器
@@ -43,27 +45,23 @@
    public class EndlessDropReward : MonoBehaviour
    {
        /// <summary>
        /// 道具类型
        /// 1- money 2-gold 3-rmb 4-gem 5-box (Table.cs请看)
        /// 发光粒子特效
        /// </summary>
        public int Type;
        public ParticleSystem LightParticle;
        /// <summary>
        /// 道具id,例如宝箱 1-初级宝箱 2-中级宝箱 3-高级宝箱
        /// item图标
        /// </summary>
        public int Id;
        /// <summary>
        /// 奖励数量
        /// </summary>
        public int Count { get; set; }
        public Image Icon;
        /// <summary>
        /// 自动拾取时间
        /// </summary>
        public float AutoPickupTime = 5f;
        public float AutoPickupTime { get; set; } = 5f;
        public EndlessDrop DropData;
        private string path = "UI/Props/";
        public event Action<EndlessDrop> ClickDropEvent;
@@ -78,5 +76,25 @@
            if (ClickDropEvent != null)
                ClickDropEvent(DropData);
        }
        public void SetIcon()
        {
            string resId = "";
            if (DropData.Reward.id == 0)
                resId = $"{path}{(int)DropData.Reward.type}";
            else
                resId = $"{path}{(int)DropData.Reward.type}_${DropData.Reward.id}";
            Icon.sprite = Resources.Load<Sprite>(resId);
            Icon.SetNativeSize();
        }
        /// <summary>
        /// 播放发光的粒子特效
        /// </summary>
        public void PlayParticle()
        {
            LightParticle.Play();
        }
    }
}