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 | 97 ++++++++++++++++++++++++++++++++++++++++++++++-- 1 files changed, 93 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index a3af338..39f916e 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -236,6 +236,16 @@ public event Action GameOverEvent; + /// <summary> + /// 塔升级特效预制体 + /// </summary> + public GameObject TowerUpgradeEffectPrefab; + + /// <summary> + /// 宝石出现特效预制体 + /// </summary> + public GameObject TowerAppearEffectPrefab; + public IPlacementArea selfTowerPlaceArea { get @@ -868,6 +878,7 @@ // 播放特效,并处理伤害. EndlessWaveLineManager.instance.PlayWaveLineEffect(selEff.waveLineId); AgentInsManager.instance.ExecWavelineAttack(selEff.waveLineId, sId, sLevel, false); + ++GameConfig.EndlessPortUseSkillTowerCount; return true; } } @@ -1222,6 +1233,35 @@ } /// <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> /// Deselect the current tower and hides the UI /// </summary> public void DeselectTower() @@ -1286,7 +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"); @@ -1306,14 +1346,37 @@ // River: 内部缓存数据,用于后期容易找到数据. addTower(createdTower); - CancelGhostPlacement(); + 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> + /// 播放宝石出现特效 + /// </summary> + public void PlayAppearEffect(Vector3 worldPos) + { + GameObject obj = Instantiate(TowerAppearEffectPrefab); + 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); } protected void ProcessFeatureTower(Tower ctower) @@ -1477,7 +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) @@ -1526,6 +1589,7 @@ m_CurrentTower.Show(); if (successfulPurchase) { + ++GameConfig.EndlessBuyTowerCount; // 删除towerToMove,确保塔防数据不再出现多个 if (zeroCost && (towerToMove != null)) { @@ -1540,7 +1604,7 @@ OnSuccessBuyTower(); SetState(State.Building); - PlaceTower(lvl); + PlaceTower(lvl, isUpgrade); } return true; @@ -1912,6 +1976,7 @@ // ATTENTION TO FIX:是否应该加入List: addTower(createdTower); + PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); dragTowerLevel = 0; CancelGhostPlacement(); } @@ -1919,6 +1984,30 @@ } /// <summary> + /// 播放宝石上阵特效 + /// </summary> + /// <param name="attributeId">101 火,105 水,109 木</param> + /// <param name="worldPos">世界坐标</param> + public void PlayToAttackEffect(int attributeId, Vector3 worldPos) + { + string path = $"UI/ToBattle_{attributeId}"; + GameObject prefab = Resources.Load<GameObject>(path); + 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> /// Raycast onto tower placement areas /// </summary> /// <param name="pointer">The pointer we're testing</param> -- Gitblit v1.9.1