From 00d47de2f5c810542c1668c153f47f38122a47c6 Mon Sep 17 00:00:00 2001
From: weixudong <weixudong4700@ktgame.com>
Date: Thu, 12 Nov 2020 20:23:10 +0800
Subject: [PATCH] Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle into master

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   95 +++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 86 insertions(+), 9 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index d3b37f9..64bf996 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -179,9 +179,11 @@
         /// </summary>
         TowerPlacementGhost m_CurrentTower;
 
-        public bool HasTower{
-            get{
-                return m_CurrentTower!=null;
+        public bool HasTower
+        {
+            get
+            {
+                return m_CurrentTower != null;
             }
         }
 
@@ -253,6 +255,14 @@
         /// </summary>
         public GameObject TowerAppearEffectPrefab;
 
+        //首次购买宝石特效
+        public GameObject fireAppearEffect1;
+        public GameObject fireAppearEffect2;
+
+        public GameObject waterAppearEffect1;
+        public GameObject waterAppearEffect2;
+        public GameObject woodAppearEffect1;
+        public GameObject woodAppearEffect2;
         /// <summary>
         /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔
         /// </summary>
@@ -1590,7 +1600,7 @@
         /// <exception cref="InvalidOperationException">
         /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
         /// </exception>
-        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false)
+        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false, bool isFirstAppear = false)
         {
             if (!isBuilding)
                 throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1611,16 +1621,70 @@
             // River: 内部缓存数据,用于后期容易找到数据.
             addTower(createdTower);
             CancelGhostPlacement();
-            if (!isUpgrade)
+            if (isFirstAppear)
+            {
+                PlayFirstAppearEffect(createdTower.towerName, createdTower.transform.position);
+            }
+            else if (!isUpgrade)
+            {
                 PlayAppearEffect(createdTower.transform.position);
+            }
             else
+            {
                 PlayUpgradeEffect(createdTower);
+            }
 
             // 处理成长骰子,复制骰子等等功能.
             if (lvl == 0)
             {
                 ProcessFeatureTower(createdTower);
             }
+        }
+
+        /// <summary>
+        /// 播放首次宝石出现特效
+        /// </summary>
+        public void PlayFirstAppearEffect(string towerName, Vector3 worldPos)
+        {
+            if (towerName.StartsWith("GrowUpTower"))
+            {
+                //火元素
+                PlayAppearEffect(worldPos, fireAppearEffect1);
+                PlayAppearEffect(worldPos, fireAppearEffect2);
+                if (Application.platform == RuntimePlatform.WindowsEditor)
+                {
+                    //UnityEditor.EditorApplication.isPaused = true;
+                }
+            }
+            else if (towerName.StartsWith("BlinkTower"))
+            {
+                //木元素
+                PlayAppearEffect(worldPos, woodAppearEffect1);
+                PlayAppearEffect(worldPos, woodAppearEffect2);
+
+            }
+            else if (towerName.StartsWith("CopyCatTower"))
+            {
+                //水元素
+                PlayAppearEffect(worldPos, waterAppearEffect1);
+                PlayAppearEffect(worldPos, waterAppearEffect2);
+            }
+        }
+        void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
+        {
+            GameObject obj = Instantiate(prefab);
+            obj.transform.position = worldPos;
+            Vector3 pos = obj.transform.position;
+            pos.y += 5f;
+            obj.transform.position = pos;
+
+            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+
+            ps.Play();
+            Destroy(obj, ps.main.duration);
         }
 
         /// <summary>
@@ -1789,7 +1853,7 @@
             if (placeObj != null)
             {
                 m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
-                dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless; 
+                dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
             }
             placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
             EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
@@ -1834,7 +1898,7 @@
         /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
         /// </summary>
         /// <param name="tow"></param>
-        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false)
+        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false, bool isFirstAppear = false)
         {
             // 获取IPlaceArea.
             if (m_CurrentArea == null)
@@ -1898,7 +1962,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl, isUpgrade);
+                PlaceTower(lvl, isUpgrade, false, isFirstAppear);
             }
 
             return true;
@@ -2295,7 +2359,20 @@
         /// <param name="worldPos">世界坐标</param>
         public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
         {
-            string path = $"UI/ToBattle_{attributeId}";
+            string path = "";
+            if (attributeId == 101)
+            {
+                path = "UI/Effect_Elf_Huo_DengChang_101";
+            }
+            else if (attributeId == 105)
+            {
+                path = "UI/Effect_Elf_Shui_DengChang_105";
+            }
+            else if (attributeId == 109)
+            {
+                path = "UI/Effect_Elf_Mu_DengChang_109";
+            }
+
             GameObject prefab = Resources.Load<GameObject>(path);
             GameObject obj = Instantiate(prefab);
             obj.transform.position = worldPos;

--
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