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 |  295 +++++++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 236 insertions(+), 59 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index e656eec..cc81127 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,4 +1,5 @@
-using Core.Health;
+using System.Globalization;
+using Core.Health;
 using Core.Input;
 using Core.Utilities;
 using DG.Tweening;
@@ -108,6 +109,8 @@
         /// </summary>
         public Button randomTowerBtn;
 
+        public Button SkillTowerBtn;
+
         /// <summary>
         /// 飘血数字对应的prefab.
         /// </summary>
@@ -127,6 +130,8 @@
         /// 购买塔防按钮上的Text.
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
+
+        protected TextMeshProUGUI towerPriceText1;
 
         protected bool tdBuyDisable = false;
 
@@ -177,6 +182,14 @@
         /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state.
         /// </summary>
         TowerPlacementGhost m_CurrentTower;
+
+        public bool HasTower
+        {
+            get
+            {
+                return m_CurrentTower != null;
+            }
+        }
 
         // TowerList用于简单记录相关的数据
         protected List<Tower> m_listTower = new List<Tower>();
@@ -246,8 +259,20 @@
         /// </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;
+
+        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
+        /// 保存所有生成或合成的塔的最小等级
         /// </summary>
         /// <value></value>
         public int MinLevel;
@@ -714,13 +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)
                 {
@@ -857,31 +882,42 @@
             {
                 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)
                 {
                     //Debug.Log("需要激活兵线下方绿色标识");
-
+                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, true);
                 }
             }
         }
@@ -891,8 +927,19 @@
         /// </summary>
         public void CloseCanPlaceRenderer()
         {
+            if (m_CurrentTower && m_CurrentTower.controller && m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
+            {
+                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, false);
+            }
+
             if (m_CurrentArea != null)
                 (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer();
+            else
+            {
+                GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower");
+                if (placeObj != null)
+                    (placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless).CloseCanPlaceRenderer();
+            }
         }
 
         /// <summary>
@@ -909,16 +956,36 @@
                 {
                     //Debug.Log("得到了一个空的塔位");
 
-                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y);
+                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
                     //if(temporaryMat)
+                }
+                else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
+                {
+                    if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                    {
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+                    }
+                    else
+                    {
+                        (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
+                    }
                 }
                 else
                 {
                     (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                 }
             }
-
+            else
+            {
+                //Debug.Log("什么情况");
+                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                {
+                    dragTowerPlacement.CloseCanPlace();
+                }
+            }
         }
+
+        TowerPlacementGridEndless dragTowerPlacement;
 
         /// <summary>
         /// 目标位置是否是可攻击属性的空塔位
@@ -942,15 +1009,6 @@
                     return false;
                 }
             }
-
-            if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
-            {
-                if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
-                {
-                    return true;
-                }
-            }
-
             return false;
         }
 
@@ -982,10 +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)
@@ -1473,27 +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>
@@ -1561,7 +1629,7 @@
         /// <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");
@@ -1582,16 +1650,89 @@
             // 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);
+        }
+
+        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>
@@ -1614,17 +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;
@@ -1632,6 +1773,7 @@
 
             if (ps == null)
                 ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+
             ps.Play();
             Destroy(obj, ps.main.duration);
         }
@@ -1666,12 +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.
@@ -1691,6 +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;
         }
@@ -1706,7 +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)
             {
@@ -1758,7 +1908,10 @@
             // 获取相应的放置区域。
             GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower");
             if (placeObj != null)
+            {
                 m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
+                dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
+            }
             placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
             EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
         }
@@ -1802,7 +1955,7 @@
         /// 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)
@@ -1846,6 +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();
@@ -1866,7 +2020,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl, isUpgrade);
+                PlaceTower(lvl, isUpgrade, false, isFirstAppear);
             }
 
             return true;
@@ -1996,10 +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];
         }
 
@@ -2156,9 +2312,17 @@
                         }
                         //selEff.SetWaveLineSel(true);
                     }
+                    else
+                    {
+                        if (currentEffect != null)
+                        {
+                            currentEffect.SetParticleSystem(false);
+                            currentEffect = null;
+                        }
+                    }
                 }
                 // 炸弹是区域攻击显示:
-                if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
+                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                 {
                     // 测试代码与战场区域碰撞,碰撞后显示攻击区域:
                     BattleAreaRaycast(ref npt);
@@ -2263,7 +2427,20 @@
         /// <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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