From 046745bcbb2caefa813eb03f212842bdf8ab62c4 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Wed, 18 Nov 2020 17:39:20 +0800
Subject: [PATCH] 上阵提示

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  148 ++++++++++++++++++++++++++++++++++++-------------
 1 files changed, 108 insertions(+), 40 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 64bf996..cc81127 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -109,6 +109,8 @@
         /// </summary>
         public Button randomTowerBtn;
 
+        public Button SkillTowerBtn;
+
         /// <summary>
         /// 飘血数字对应的prefab.
         /// </summary>
@@ -128,6 +130,8 @@
         /// 购买塔防按钮上的Text.
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
+
+        protected TextMeshProUGUI towerPriceText1;
 
         protected bool tdBuyDisable = false;
 
@@ -255,6 +259,10 @@
         /// </summary>
         public GameObject TowerAppearEffectPrefab;
 
+        public GameObject TowerUpgradeEffectPrefabGuide;//新手导航特效Layer是UI
+        public GameObject TowerAppearEffectPrefabGuide;//新手导航特效Layer是UI
+
+
         //首次购买宝石特效
         public GameObject fireAppearEffect1;
         public GameObject fireAppearEffect2;
@@ -264,7 +272,7 @@
         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
+        /// 保存所有生成或合成的塔的最小等级
         /// </summary>
         /// <value></value>
         public int MinLevel;
@@ -731,13 +739,13 @@
         /// <param name="tower"></param>
         protected void growUpTower(Tower tower)
         {
-            Tower newTower = EndlessRandomTower.instance.GetRandomTower(false);
+            Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
 
             // 所有的Tower不能升级成为FeatureTower.
             int maxLoop = 20;
             while (newTower.towerFeature != EFeatureTower.NULL)
             {
-                newTower = EndlessRandomTower.instance.GetRandomTower(false);
+                newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
                 maxLoop--;
                 if (maxLoop <= 0)
                 {
@@ -874,26 +882,37 @@
             {
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
-                    List<IntVector2> allTowerP = new List<IntVector2>();
-                    List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
+                    List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
+                    // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
 
-                    for (int i = 0; i < m_listTower.Count; i++)
+                    if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1)
                     {
-                        if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
+                        for (int i = 0; i < m_listTower.Count; i++)
                         {
-                            if (towerToMove.gridPosition != m_listTower[i].gridPosition)
-                                //说明可以合成
-                                allPSTowerP.Add(m_listTower[i].gridPosition);
-                        }
-                        else
-                        {
-                            //把不符合条件的传进去
-                            allTowerP.Add(m_listTower[i].gridPosition);
+                            if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
+                            {
+                                // if (towerToMove.gridPosition != m_listTower[i].gridPosition)
+                                //     //说明可以合成
+                                //     allPSTowerP.Add(m_listTower[i].gridPosition);
+                            }
+                            else
+                            {
+                                //把不符合条件的传进去
+                                allTowerP.Add(m_listTower[i].gridPosition);
+                            }
                         }
                     }
+                    else
+                    {
+                        allTowerP = null;
+                    }
+                    if (m_CurrentArea != null)
+                    {
+                        //修改为只要开启格子都可以放
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
+                        //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
+                    }
 
-                (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
-                    (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                 }
                 else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                 {
@@ -1021,10 +1040,19 @@
 
             // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。
             if (isValidateCombineTarget(pointerInfo))
+            {
                 TryPlaceTower(pointerInfo);
+                EndlessRandomTower.instance.UpdateDescDisplay();
+            }
             else if (isFreeAttackGrid(pointerInfo) && !bSkill)
             {
-                if (!TryPlaceTower(pointerInfo, false, true)) return;
+                if (!TryPlaceTower(pointerInfo, false, true))
+                {
+                    CancelPlaceTower(pointerInfo);
+
+                    Debug.Log("这里需要返回原位");
+                    return;
+                }
 
                 // 删除towerToMove,确保塔防数据不再出现多个
                 if (towerToMove != null)
@@ -1512,27 +1540,28 @@
         /// <param name="worldPos"></param>
         public void PlayUpgradeEffect(Tower newTower)
         {
-            GameObject effect = TowerUpgradeEffectPrefab;
+            newTower.currentTowerLevel.PlayUpGradeEffect();
+            // GameObject effect = TowerUpgradeEffectPrefab;
 
-            if (newTower.towerFeature == EFeatureTower.NULL)
-            {
-                string path = $"UI/ToBattle_{newTower.attributeId}";
-                GameObject prefab = Resources.Load<GameObject>(path);
-                effect = Instantiate(prefab);
-            }
+            // 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>();
+            // // 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);
+            // if (ps == null)
+            //     ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+            // ps.Play();
+            // Destroy(obj, ps.main.duration);
         }
 
         /// <summary>
@@ -1687,6 +1716,25 @@
             Destroy(obj, ps.main.duration);
         }
 
+        public void PlayAppearEffectGuide(Vector3 worldPos)
+        {
+            GameObject obj = Instantiate(TowerAppearEffectPrefabGuide);
+            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>
         /// 播放宝石出现特效
         /// </summary>
@@ -1707,17 +1755,17 @@
             Destroy(obj, ps.main.duration);
         }
 
+
         /// <summary>
         /// 播放升级特效
         /// </summary>
         /// <param name="worldPos"></param>
         public void GuidePlayUpgradeEffect(Vector3 position)
         {
-            GameObject effect = TowerUpgradeEffectPrefab;
-
             // 在sTower的位置播放升级特效
-            GameObject obj = Instantiate(effect);
+            GameObject obj = Instantiate(TowerUpgradeEffectPrefabGuide);
             obj.transform.position = position;
+
             Vector3 pos = obj.transform.position;
             pos.y += 5f;
             obj.transform.position = pos;
@@ -1725,6 +1773,7 @@
 
             if (ps == null)
                 ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+
             ps.Play();
             Destroy(obj, ps.main.duration);
         }
@@ -1759,12 +1808,16 @@
             if (!towerPriceText)
             {
                 towerPriceText = randomTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
+                towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
                 if (towerPriceText)
                     towerPriceText.text = tpMgr.currentTowerPrice.ToString();
+                if (towerPriceText1)
+                    towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
             }
             else
             {
                 towerPriceText.text = tpMgr.currentTowerPrice.ToString();
+                towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
             }
 
             // 无法支付新的塔防价格,按钮变灰.
@@ -1784,6 +1837,7 @@
             if (towerPriceText)
             {
                 towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
+                towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
             }
             tdBuyDisable = true;
         }
@@ -1799,7 +1853,10 @@
                 return;
 
             if (towerPriceText)
+            {
                 towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
+                towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f);
+            }
 
             if (randomTowerBtn)
             {
@@ -1942,6 +1999,7 @@
             bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
             if (!successfulPurchase) return false;
 
+            EndlessRandomTower.instance.UpdateDescDisplay();
             SetUpGhostTower(tow);
             //Debug.Log("设置影子塔防.");
             m_CurrentTower.Show();
@@ -2092,10 +2150,12 @@
         {
             base.Awake();
 
+            randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>();
             DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);
 
             state = State.Normal;
-            m_Camera = GetComponent<Camera>();
+            m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
+            //m_Camera = GetComponent<Camera>();
             TowerDestroyArr = new bool[5, AttackRowNumbers];
         }
 
@@ -2252,6 +2312,14 @@
                         }
                         //selEff.SetWaveLineSel(true);
                     }
+                    else
+                    {
+                        if (currentEffect != null)
+                        {
+                            currentEffect.SetParticleSystem(false);
+                            currentEffect = null;
+                        }
+                    }
                 }
                 // 炸弹是区域攻击显示:
                 else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)

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