From 0bc89b87a59c3f1f394a54c0901868084463cf28 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Thu, 03 Dec 2020 16:55:20 +0800 Subject: [PATCH] boss技能 泡泡禁锢 --- Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | 670 ++++++++++++++++++++++++++++++++++++++++--------------- 1 files changed, 488 insertions(+), 182 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index 2c9d9f1..2f240a5 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -1,10 +1,8 @@ using Core.Health; using Core.Input; using Core.Utilities; -using DG.Tweening; using JetBrains.Annotations; using System; -using System.Collections; using System.Collections.Generic; using TMPro; using TowerDefense.Level; @@ -14,7 +12,6 @@ using UnityEngine.EventSystems; using UnityEngine.UI; using TowerDefense.Nodes; -using TowerDefense.Affectors; using KTGMGemClient; namespace TowerDefense.UI.HUD @@ -108,6 +105,8 @@ /// </summary> public Button randomTowerBtn; + public Button SkillTowerBtn; + /// <summary> /// 飘血数字对应的prefab. /// </summary> @@ -122,6 +121,16 @@ /// 暴击飘字. /// </summary> public TextMoveDoTween bloodCrit; + + /// <summary> + /// 减速飘字 + /// </summary> + public Image SlowDownWord; + + /// <summary> + /// 暴击飘字 + /// </summary> + public Image CritWord; /// <summary> /// 购买塔防按钮上的Text. @@ -177,6 +186,14 @@ /// 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 +263,20 @@ /// </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; @@ -326,7 +355,7 @@ { foreach (Tower tower in m_listTower) { - tower.bInAttackMode = canAttack; + tower.CanAttack = canAttack; } } @@ -560,7 +589,7 @@ SetToDragMode(newT); if (towerOld.towerFeature == EFeatureTower.Skill_Bomb) - m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId); + m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId); } /// <summary> @@ -648,12 +677,16 @@ if (!m_CurrentTower || !IsGhostAtValidPosition()) { // 最大级别的Tower不能再合并了. - if (towerToMove.isAtMaxLevel) + if (towerToMove.IsMaxLevel) return false; // 判断格子上的塔防: UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); + + // 泡泡禁锢状态不允许合并 + if (sTower.IsBondage) return false; + if (sTower && sTower != towerToMove) { int testLvl = dragTowerLevel; @@ -678,9 +711,35 @@ UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); + // 泡泡禁锢状态不允许置换 + if (sTower.IsBondage) return false; + if (sTower && sTower != towerToMove) { - if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode == towerToMove.bInAttackMode) + if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode) + return true; + } + } + + return false; + } + + /// <summary> + /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生 + /// </summary> + /// <param name="pinfo"></param> + /// <returns></returns> + protected bool IsSubstituteGuide(PointerInfo pinfo) + { + if (!m_CurrentTower || !IsGhostAtValidPosition()) + { + // 判断格子上的塔防: + UIPointer pointer = WrapPointer(pinfo); + Tower sTower = PickTowerInGrid(pointer); + + if (sTower && sTower != towerToMove) + { + if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL) return true; } } @@ -714,13 +773,13 @@ /// <param name="tower"></param> protected void growUpTower(Tower tower) { - Tower newTower = EndlessRandomTower.instance.GetRandomTower(false); + Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL); // 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); maxLoop--; if (maxLoop <= 0) { @@ -824,6 +883,7 @@ // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁 WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList(); + GameOver(); for (int i = 0; i < waveLineAgentIns.Length; ++i) { @@ -833,7 +893,6 @@ } } - GameOver(); overTimer = new Timer(1.2f, SafelyCallGameOverEvent); } @@ -857,26 +916,46 @@ { 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 + // if (m_CurrentArea != null && m_CurrentTower.controller.gridPosition.y >= 2) + // { + // //修改为只要开启格子都可以放 + // (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_CurrentTower.controller.gridPosition.x, m_CurrentTower.controller.gridPosition.y, false, ""); + // //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); + // } + return; + List<IntVector2> allTowerP = null;//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 (towerToMove) { - if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) + if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1) { - if (towerToMove.gridPosition != m_listTower[i].gridPosition) - //说明可以合成 - allPSTowerP.Add(m_listTower[i].gridPosition); + allTowerP = new List<IntVector2>(); + for (int i = 0; i < m_listTower.Count; i++) + { + 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 - { - //把不符合条件的传进去 - allTowerP.Add(m_listTower[i].gridPosition); - } + } - (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); - (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); + 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); + } + } else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) { @@ -891,15 +970,23 @@ /// </summary> public void CloseCanPlaceRenderer() { - if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) + if (m_CurrentTower && m_CurrentTower.controller && 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, 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(); + } } + Tower checkTowerPlaceTower;//移动时候查看鼠标是否检测到有塔 + Tower bInAttackModeTower;//在合成区的塔 /// <summary> /// 检查符合条件的塔 /// </summary> @@ -909,54 +996,141 @@ //return; if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless) { + checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo); //下面是为了设置一个虚拟的塔 - if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + if (checkTowerPlaceTower != null) { - //Debug.Log("得到了一个空的塔位"); + if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + if (checkTowerPlaceTower.bInAttackMode) + { + //鼠标检测到了塔 + (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, ""); + } + else + { + if (!towerToMove.bInAttackMode) + { + //没有上阵 + if (bInAttackModeTower == null) + { + bInAttackModeTower = checkTowerPlaceTower; + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); + } + else if (bInAttackModeTower != checkTowerPlaceTower) + { - (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y); - //if(temporaryMat) + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); + bInAttackModeTower = checkTowerPlaceTower; + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); + } + } + + } + } + else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) + { + //技能宝石没有上阵 + if (bInAttackModeTower == null) + { + bInAttackModeTower = checkTowerPlaceTower; + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); + } + else if (bInAttackModeTower != checkTowerPlaceTower) + { + + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); + bInAttackModeTower = checkTowerPlaceTower; + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); + } + } + } + else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) + { + //查看是否是一个空格子 + if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) + { + if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + //空格子 + (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName); + } + } + else + { + CloseCanPlace(); + } } else { - (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); + CloseCanPlace(); } } - + else + { + if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + dragTowerPlacement.CloseCanPlace(); + } + } } + + void CloseCanPlace() + { + dragTowerPlacement.CloseCanPlace(); + if (bInAttackModeTower != null) + { + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); + bInAttackModeTower = null; + } + } + + TowerPlacementGridEndless dragTowerPlacement; /// <summary> /// 目标位置是否是可攻击属性的空塔位 /// </summary> /// <param name="pinfo"></param> /// <returns></returns> - protected bool isFreeAttackGridOnDrag(PointerInfo pinfo) + protected Tower isFreeAttackGridOnDrag(PointerInfo pinfo) { // 判断格子上的塔防: UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); if (sTower != null) { - if (sTower.bInAttackMode && towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) + + // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) + // { + // //说明可以合成 + // return sTower; + // } + // else + // { + // return null; + // } + + if (towerToMove) { - //说明可以合成 - return true; + if (towerToMove.bInAttackMode) + { + return sTower; + } + else + { + if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) + { + //说明可以合成 + return sTower; + } + } } else { - return false; + return null; } } - - if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) - { - if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) - { - return true; - } - } - - return false; + return null; } #endregion @@ -985,12 +1159,42 @@ if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL) bSkill = true; + if (GameConfig.IsNewbie) + { + bool isCanChange = false; + if (EndlessLevelManager.instanceExists && IsSubstituteGuide(pointerInfo)) + { + isCanChange = CheckCanChangePos(pointerInfo); + } + if (isCanChange) + { + GuideCtrl.Ins.DragDone(); + Debug.Log("交换了位置"); + } + else + { + GuideCtrl.Ins.EndDrag5_1(); + CancelPlaceTower(pointerInfo); + Debug.Log("没有放置在火塔上"); + } + + return; + } + // 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)) + { + 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) @@ -1003,37 +1207,7 @@ } else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo)) { - // 可以发生置换 - UIPointer pointer = WrapPointer(pointerInfo); - // 格子上的塔 - Tower sTower = PickTowerInGrid(pointer); - - if (sTower.bInAttackMode == towerToMove.bInAttackMode) - { - IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y); - IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y); - - Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false); - Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false); - - if (towerToMove != null) - { - delTower(towerToMove); - towerToMove.showTower(true); - towerToMove.Sell(); - towerToMove = null; - } - - delTower(sTower); - sTower.showTower(true); - sTower.Sell(); - sTower = null; - - CancelGhostPlacement(); - - newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions); - newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions); - } + CheckCanChangePos(pointerInfo); } // 当前是Skill塔位的状态. else if (bSkill) @@ -1059,6 +1233,60 @@ CancelPlaceTower(pointerInfo); } + private bool CheckCanChangePos(PointerInfo pointerInfo) + { + // 可以发生置换 + UIPointer pointer = WrapPointer(pointerInfo); + // 格子上的塔 + Tower sTower = PickTowerInGrid(pointer); + if (sTower == null) + return false; + + if (sTower.bInAttackMode == towerToMove.bInAttackMode) + { + IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y); + IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y); + + if (m_CurrentArea == null) + { + CancelGhostPlacement(); + towerToMove.showTower(true); + return false; + } + else + { + Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false); + Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false); + + if (towerToMove != null) + { + delTower(towerToMove); + towerToMove.showTower(true); + towerToMove.Sell(); + towerToMove = null; + } + + delTower(sTower); + sTower.showTower(true); + sTower.Sell(); + sTower = null; + + CancelGhostPlacement(); + + newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions); + newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions); + + //强制交换塔的时候检查自身充能条 + newTower1.CheckCtrl(); + newTower2.CheckCtrl(); + return true; + } + } + return false; + + } + + /// <summary> /// 强制放置塔,主要是用于新手 /// </summary> @@ -1072,12 +1300,10 @@ Tower controller = currentTower.controller; Tower createdTower = Instantiate(controller); createdTower.PlayWaveLineFlash = playEffect; - createdTower.Initialize(m_CurrentArea, pos); - createdTower.SetLevel(level - 1); + createdTower.Initialize(m_CurrentArea, pos, level - 1); if (playEffect) PlayUpgradeEffect(createdTower); - addTower(createdTower); Destroy(currentTower.gameObject); @@ -1103,7 +1329,7 @@ ray = m_Camera.ScreenPointToRay(tp.currentPosition) }; - int sId = towerToMove.attributeId; + int sId = towerToMove.ElfId; int sLevel = towerToMove.currentLevel; // 火是列攻击: @@ -1146,6 +1372,7 @@ if (towerToMove) { towerToMove.showTower(true); + towerToMove.CheckCtrl(); // 处理复制骰子: if (towerToMove.towerFeature == EFeatureTower.CopyCat) @@ -1192,7 +1419,7 @@ /// Attempt to position a tower at the given location /// </summary> /// <param name="pointerInfo">The pointer we're using to position the tower</param> - public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false, bool zeroCost = false) + public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false) { UIPointer pointer = WrapPointer(pointerInfo); @@ -1203,9 +1430,7 @@ return false; } - BuyTower(pointer, force, zeroCost); - - return true; + return BuyTower(pointer, force); } /// <summary> @@ -1305,16 +1530,11 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) { return; } - int upgradeCost = currentSelectedTower.GetCostForNextLevel(); - bool successfulUpgrade = EndlessLevelManager.instance.Currency.TryPurchase(upgradeCost); - if (successfulUpgrade) - { - currentSelectedTower.UpgradeTower(); - } + currentSelectedTower.UpgradeTower(); DeselectTower(); } @@ -1331,13 +1551,14 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) return false; // 直接随机升级,零成本。 // 1:记录当前Tower的Level,删除当前的Tower. 2:从TowerLib中随机找一个高一级别的Tower. string towerName = currentSelectedTower.towerName; - if (currentSelectedTower.towerFeature == EFeatureTower.NULL) + + if (currentSelectedTower.towerFeature == EFeatureTower.NULL && GameConfig.CreateRandomTower) towerName = ""; int towerLvl = currentSelectedTower.currentLevel + 1; int posx = currentSelectedTower.gridPosition.x; @@ -1370,15 +1591,10 @@ { throw new InvalidOperationException("Selected Tower is null"); } - int sellValue = currentSelectedTower.GetSellLevel(); - if (EndlessLevelManager.instanceExists && sellValue > 0) - { - EndlessLevelManager.instance.Currency.AddCurrency(sellValue); - currentSelectedTower.Sell(); + currentSelectedTower.Sell(); - // 从列表中删除Tower. - delTower(currentSelectedTower); - } + // 从列表中删除Tower. + delTower(currentSelectedTower); DeselectTower(); } @@ -1398,12 +1614,7 @@ { return; } - int cost = m_CurrentTower.controller.purchaseCost; - bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); - if (successfulPurchase) - { - PlaceTower(); - } + PlaceTower(); } /// <summary> @@ -1413,9 +1624,9 @@ /// Throws exception when not in a build mode or when tower is not a valid position /// </exception> /// </summary> - public void BuyTower(UIPointer pointer, bool force = false, bool zeroCost = false) + public bool BuyTower(UIPointer pointer, bool force = false) { - if (!isBuilding) return; + if (!isBuilding) return false; // 判断是否格子上重复放置塔防 if (!m_CurrentTower || !IsGhostAtValidPosition()) @@ -1447,11 +1658,11 @@ if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null) { CancelGhostPlacement(); - return; + return false; } PlaceGhost(pointer); } - return; + return true; } // 这是判断是否超出了格子 @@ -1459,17 +1670,16 @@ if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null) { CancelGhostPlacement(); - return; + return false; } - int cost = m_CurrentTower.controller.purchaseCost; - if (zeroCost) - cost = 0; - bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); + bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(0); if (successfulPurchase) { PlaceGhost(pointer); } + + return true; } /// <summary> @@ -1478,27 +1688,7 @@ /// <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); + newTower.CurrentTowerLevel.PlayUpGradeEffect(); } /// <summary> @@ -1557,7 +1747,7 @@ if (m_CurrentTower == null || m_CurrentArea == null) return false; - return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost); + return true; } /// <summary> @@ -1566,7 +1756,7 @@ /// <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"); @@ -1587,16 +1777,89 @@ // 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> @@ -1619,17 +1882,17 @@ 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; @@ -1637,6 +1900,7 @@ if (ps == null) ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); + ps.Play(); Destroy(obj, ps.main.duration); } @@ -1671,12 +1935,16 @@ 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. @@ -1696,6 +1964,7 @@ if (towerPriceText) { towerPriceText.color = new Color(0.5f, 0.5f, 0.5f); + //towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f); } tdBuyDisable = true; } @@ -1711,7 +1980,10 @@ 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) { @@ -1729,6 +2001,8 @@ /// <param name="val"></param> public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false) { + if (Mathf.FloorToInt(val) == 0) return; + Vector3 spos = m_Camera.WorldToScreenPoint(wpos); TextMoveDoTween tm; if (crit) @@ -1745,17 +2019,34 @@ } if (tm) { - tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI").GetComponent<Transform>(), true); - string bloodStr = ""; - if (doubleHit) - bloodStr += "Dble!"; - if (crit) - bloodStr += "Crt!"; - bloodStr += "-"; + tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true); + string bloodStr = "-"; bloodStr += ((Int64)val).ToString(); tm.moveBloodText(spos.x, spos.y, bloodStr, crit); } + } + + /// <summary> + /// 减速飘字 + /// </summary> + public void FloatSlowDownWord(Vector3 worldPos) + { + Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos); + GameObject obj = Instantiate(SlowDownWord.gameObject); + obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false); + obj.GetComponent<TextMoveDoTween>().FloatSlowDownWord(screenPos.x, screenPos.y); + } + + /// <summary> + /// 暴击飘字 + /// </summary> + public void FloatCritWord(Vector3 worldPos) + { + Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos); + GameObject obj = Instantiate(CritWord.gameObject); + obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false); + obj.GetComponent<TextMoveDoTween>().FloatCritWord(screenPos.x, screenPos.y); } private void Start() @@ -1763,7 +2054,10 @@ // 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); } @@ -1807,7 +2101,7 @@ /// 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) @@ -1851,6 +2145,7 @@ 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(); @@ -1871,7 +2166,7 @@ OnSuccessBuyTower(); SetState(State.Building); - PlaceTower(lvl, isUpgrade); + PlaceTower(lvl, isUpgrade, false, isFirstAppear); } return true; @@ -1918,7 +2213,7 @@ RaycastHit output; // River: Raycast的碰撞是游戏内物品的Collider进行碰撞检测的 bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer); - if (!hasHit)//|| uiPointer.overUI) + if (!hasHit || uiPointer.overUI) { //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString()); return; @@ -1926,6 +2221,9 @@ var controller = output.collider.GetComponent<Tower>(); if (controller != null) { + // 泡泡禁锢状态不允许拖动 + if (controller.IsBondage) return; + SelectTower(controller); } @@ -1933,7 +2231,21 @@ CalSelTowerScreenOffset(info, controller); } + public void OnPressed(PointerInfo info) + { + UIPointer uiPointer = WrapPointer(info); + RaycastHit output; + bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer); + if (uiPointer.overUI) return; + + if (hasHit) + { + Tower controller = output.collider.GetComponent<Tower>(); + if (controller != null) + controller.OnPressed(); + } + } /// <summary> /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。 @@ -2001,27 +2313,13 @@ { base.Awake(); - DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10); + 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]; - } - - /// <summary> - /// 战场内所有的Tower实例都需要升级相关的数据. - /// 找到相同类型的所有Tower,然后进行局内升级的修改。 - /// </summary> - /// <param name="td"></param> - protected void towerUpgradeInBattle(TowerLevelUp tlu) - { - foreach (Tower tower in m_listTower) - { - if (tlu.towerName != tower.towerName) - continue; - tower.upGradeInSceneTL(); - } - return; } /// <summary> @@ -2161,9 +2459,17 @@ } //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); @@ -2249,12 +2555,11 @@ // Place the ghost Tower controller = m_CurrentTower.controller; Tower createdTower = Instantiate(controller); - createdTower.Initialize(m_CurrentArea, m_GridPosition); - createdTower.SetLevel(dragTowerLevel); + createdTower.Initialize(m_CurrentArea, m_GridPosition, dragTowerLevel); // ATTENTION TO FIX:是否应该加入List: addTower(createdTower); - PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); + PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position); dragTowerLevel = 0; CancelGhostPlacement(); } @@ -2264,11 +2569,12 @@ /// <summary> /// 播放宝石上阵特效 /// </summary> - /// <param name="attributeId">101 火,105 水,109 木</param> + /// <param name="ElfId">101 火,201 水,301 木</param> /// <param name="worldPos">世界坐标</param> - public void PlayToAttackEffect(int attributeId, Vector3 worldPos) + public void PlayToAttackEffect(int ElfId, Vector3 worldPos) { - string path = $"UI/ToBattle_{attributeId}"; + string path = $"UI/DengChang_{ElfId}"; + GameObject prefab = Resources.Load<GameObject>(path); GameObject obj = Instantiate(prefab); obj.transform.position = worldPos; -- Gitblit v1.9.1