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>

--
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