From 0168c551302706b306e0c71a87ac1a9140b4f51d Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Thu, 29 Oct 2020 14:28:53 +0800
Subject: [PATCH] 1.木属性小怪一次要出两个 2.buff加上 3.宝箱图片显示不对 4.钻石道具5个为一组,占一个item 6.合成特效改为对应的上阵的特效,原合成特效给技能用 7.把王冠昨天改的新手引导合了

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   52 ++++++++++++++++++++++++++++++++++++----------------
 1 files changed, 36 insertions(+), 16 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 0a94bfc..39f916e 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1198,18 +1198,6 @@
                         SetState(State.Normal);
                         // 新的代码,合并升级为随机塔防类型.
                         randomUpgradeTower();
-                        // 在sTower的位置播放升级特效
-                        GameObject obj = Instantiate(TowerUpgradeEffectPrefab);
-                        obj.transform.position = sTower.transform.position;
-                        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);
                     }
                 }
                 else
@@ -1242,6 +1230,35 @@
             {
                 PlaceGhost(pointer);
             }
+        }
+
+        /// <summary>
+        /// 播放升级特效
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void PlayUpgradeEffect(Tower newTower)
+        {
+            GameObject effect = TowerUpgradeEffectPrefab;
+
+            if (newTower.towerFeature == EFeatureTower.NULL)
+            {
+                string path = $"UI/ToBattle_{newTower.attributeId}";
+                GameObject prefab = Resources.Load<GameObject>(path);
+                effect = Instantiate(prefab);
+            }
+
+            // 在sTower的位置播放升级特效
+            GameObject obj = Instantiate(effect);
+            obj.transform.position = newTower.transform.position;
+            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>
@@ -1309,7 +1326,7 @@
         /// <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 opponent = false)
+        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false)
         {
             if (!isBuilding)
                 throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1330,7 +1347,10 @@
             // River: 内部缓存数据,用于后期容易找到数据.
             addTower(createdTower);
             CancelGhostPlacement();
-            PlayAppearEffect(createdTower.transform.position);
+            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)
@@ -1520,7 +1540,7 @@
         /// 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)
+        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false)
         {
             // 获取IPlaceArea.
             if (m_CurrentArea == null)
@@ -1584,7 +1604,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl);
+                PlaceTower(lvl, isUpgrade);
             }
 
             return true;

--
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