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 |  129 ++++++++++++++++++++++++++-----------------
 1 files changed, 78 insertions(+), 51 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index f9f067b..2f240a5 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,11 +1,8 @@
-using System.Globalization;
-using Core.Health;
+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;
@@ -15,7 +12,6 @@
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 using TowerDefense.Nodes;
-using TowerDefense.Affectors;
 using KTGMGemClient;
 
 namespace TowerDefense.UI.HUD
@@ -127,11 +123,19 @@
         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.
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
-
-        //protected TextMeshProUGUI towerPriceText1;
 
         protected bool tdBuyDisable = false;
 
@@ -585,7 +589,7 @@
             SetToDragMode(newT);
 
             if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
-                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
+                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
         }
 
         /// <summary>
@@ -673,12 +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;
@@ -702,6 +710,9 @@
                 // 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置换
+                if (sTower.IsBondage) return false;
 
                 if (sTower && sTower != towerToMove)
                 {
@@ -1004,14 +1015,14 @@
                                 if (bInAttackModeTower == null)
                                 {
                                     bInAttackModeTower = checkTowerPlaceTower;
-                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                 }
                                 else if (bInAttackModeTower != checkTowerPlaceTower)
                                 {
 
-                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                                     bInAttackModeTower = checkTowerPlaceTower;
-                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                 }
                             }
 
@@ -1023,14 +1034,14 @@
                         if (bInAttackModeTower == null)
                         {
                             bInAttackModeTower = checkTowerPlaceTower;
-                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                         }
                         else if (bInAttackModeTower != checkTowerPlaceTower)
                         {
 
-                            bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                             bInAttackModeTower = checkTowerPlaceTower;
-                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                         }
                     }
                 }
@@ -1069,7 +1080,7 @@
             dragTowerPlacement.CloseCanPlace();
             if (bInAttackModeTower != null)
             {
-                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                 bInAttackModeTower = null;
             }
         }
@@ -1162,7 +1173,7 @@
                 }
                 else
                 {
-                    GuideCtrl.Ins.EndDrag11_1();
+                    GuideCtrl.Ins.EndDrag5_1();
                     CancelPlaceTower(pointerInfo);
                     Debug.Log("没有放置在火塔上");
                 }
@@ -1289,8 +1300,7 @@
             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);
@@ -1319,7 +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:
@@ -1520,7 +1530,7 @@
             {
                 throw new InvalidOperationException("Selected Tower is null");
             }
-            if (currentSelectedTower.isAtMaxLevel)
+            if (currentSelectedTower.IsMaxLevel)
             {
                 return;
             }
@@ -1541,7 +1551,7 @@
             {
                 throw new InvalidOperationException("Selected Tower is null");
             }
-            if (currentSelectedTower.isAtMaxLevel)
+            if (currentSelectedTower.IsMaxLevel)
                 return false;
 
             // 直接随机升级,零成本。
@@ -1678,7 +1688,7 @@
         /// <param name="worldPos"></param>
         public void PlayUpgradeEffect(Tower newTower)
         {
-            newTower.currentTowerLevel.PlayUpGradeEffect();
+            newTower.CurrentTowerLevel.PlayUpGradeEffect();
         }
 
         /// <summary>
@@ -2010,16 +2020,33 @@
             if (tm)
             {
                 tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true);
-                string bloodStr = "";
-                if (doubleHit)
-                    bloodStr += "Dble!";
-                if (crit)
-                    bloodStr += "Crt!";
-                bloodStr += "-";
+                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()
@@ -2194,6 +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);
             }
 
@@ -2201,7 +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。
@@ -2276,22 +2320,6 @@
             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>
@@ -2527,12 +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();
                 }
@@ -2542,11 +2569,11 @@
         /// <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/DengChang_{attributeId}";
+            string path = $"UI/DengChang_{ElfId}";
 
             GameObject prefab = Resources.Load<GameObject>(path);
             GameObject obj = Instantiate(prefab);

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