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 | 211 +++++++++++++++++++++++----------------------------- 1 files changed, 94 insertions(+), 117 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index 122da8e..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; @@ -351,7 +355,7 @@ { foreach (Tower tower in m_listTower) { - tower.bInAttackMode = canAttack; + tower.CanAttack = canAttack; } } @@ -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"); } @@ -1178,7 +1189,7 @@ } else if (isFreeAttackGrid(pointerInfo) && !bSkill) { - if (!TryPlaceTower(pointerInfo, false, true)) + if (!TryPlaceTower(pointerInfo, false)) { CancelPlaceTower(pointerInfo); Debug.Log("这里需要返回原位"); @@ -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: @@ -1409,7 +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); @@ -1420,7 +1430,7 @@ return false; } - return BuyTower(pointer, force, zeroCost); + return BuyTower(pointer, force); } /// <summary> @@ -1520,16 +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(); } @@ -1546,13 +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; @@ -1585,15 +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(); } @@ -1613,12 +1614,7 @@ { return; } - int cost = m_CurrentTower.controller.purchaseCost; - bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); - if (successfulPurchase) - { - PlaceTower(); - } + PlaceTower(); } /// <summary> @@ -1628,7 +1624,7 @@ /// Throws exception when not in a build mode or when tower is not a valid position /// </exception> /// </summary> - public bool BuyTower(UIPointer pointer, bool force = false, bool zeroCost = false) + public bool BuyTower(UIPointer pointer, bool force = false) { if (!isBuilding) return false; @@ -1677,10 +1673,7 @@ 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); @@ -1695,28 +1688,7 @@ /// <param name="worldPos"></param> public void PlayUpgradeEffect(Tower newTower) { - 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); - // } - - // // 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> @@ -1775,7 +1747,7 @@ if (m_CurrentTower == null || m_CurrentArea == null) return false; - return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost); + return true; } /// <summary> @@ -2047,17 +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() @@ -2224,7 +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; @@ -2232,6 +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); } @@ -2239,7 +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。 @@ -2314,22 +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> @@ -2565,12 +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(); } @@ -2580,23 +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 = ""; - 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"; - } + string path = $"UI/DengChang_{ElfId}"; GameObject prefab = Resources.Load<GameObject>(path); GameObject obj = Instantiate(prefab); -- Gitblit v1.9.1