From 243d65af53aae9e3084f20ea9c5815f5b29df09e Mon Sep 17 00:00:00 2001
From: liuzhiwei <liuzhiwei@qq.com>
Date: Thu, 26 Nov 2020 18:26:58 +0800
Subject: [PATCH] Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  565 +++++++++++++++++++++++++++++++++++++++++++++-----------
 1 files changed, 451 insertions(+), 114 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index b5ebcab..9a025aa 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;
@@ -326,7 +351,7 @@
         {
             foreach (Tower tower in m_listTower)
             {
-                tower.bInAttackMode = canAttack;
+                tower.CanAttack = canAttack;
             }
         }
 
@@ -680,7 +705,30 @@
 
                 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 +762,13 @@
         /// <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)
                 {
@@ -813,6 +861,8 @@
         {
             // 清理技能
             EndlessBossSkillManager.instance.ClearSkillList();
+            EndlessBossHPManager.instance.SwitchHP(true);
+            EndlessBossHPManager.instance.SetCurrentHP(0);
 
             // 停止所有兵线的出兵
             for (int i = 0; i < TotalWaveLines; ++i)
@@ -822,6 +872,7 @@
 
             // 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)
             {
@@ -831,7 +882,6 @@
                 }
             }
 
-            GameOver();
             overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
         }
 
@@ -855,31 +905,51 @@
             {
                 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)
                 {
                     //Debug.Log("需要激活兵线下方绿色标识");
-
+                    EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, true);
                 }
             }
         }
@@ -889,10 +959,23 @@
         /// </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();
+            }
         }
 
+        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>
@@ -902,54 +985,141 @@
             //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
@@ -978,12 +1148,42 @@
             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.EndDrag11_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, 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)
@@ -996,37 +1196,7 @@
             }
             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)
@@ -1052,6 +1222,60 @@
                 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>
@@ -1070,7 +1294,6 @@
 
             if (playEffect)
                 PlayUpgradeEffect(createdTower);
-
             addTower(createdTower);
             Destroy(currentTower.gameObject);
 
@@ -1139,6 +1362,7 @@
             if (towerToMove)
             {
                 towerToMove.showTower(true);
+                towerToMove.CheckCtrl();
 
                 // 处理复制骰子:
                 if (towerToMove.towerFeature == EFeatureTower.CopyCat)
@@ -1196,9 +1420,7 @@
                 return false;
             }
 
-            BuyTower(pointer, force, zeroCost);
-
-            return true;
+            return BuyTower(pointer, force, zeroCost);
         }
 
         /// <summary>
@@ -1330,7 +1552,8 @@
             // 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;
@@ -1406,9 +1629,9 @@
         /// 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, bool zeroCost = 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())
@@ -1440,11 +1663,11 @@
                     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
@@ -1452,7 +1675,7 @@
             if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null)
             {
                 CancelGhostPlacement();
-                return;
+                return false;
             }
 
             int cost = m_CurrentTower.controller.purchaseCost;
@@ -1463,6 +1686,8 @@
             {
                 PlaceGhost(pointer);
             }
+
+            return true;
         }
 
         /// <summary>
@@ -1471,27 +1696,28 @@
         /// <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>
@@ -1559,7 +1785,7 @@
         /// <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");
@@ -1580,16 +1806,89 @@
             // 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>
@@ -1612,17 +1911,17 @@
             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;
@@ -1630,6 +1929,7 @@
 
             if (ps == null)
                 ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+
             ps.Play();
             Destroy(obj, ps.main.duration);
         }
@@ -1664,12 +1964,16 @@
             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.
@@ -1689,6 +1993,7 @@
             if (towerPriceText)
             {
                 towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
+                //towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
             }
             tdBuyDisable = true;
         }
@@ -1704,7 +2009,10 @@
                 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)
             {
@@ -1722,6 +2030,8 @@
         /// <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)
@@ -1756,7 +2066,10 @@
             // 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);
         }
@@ -1800,7 +2113,7 @@
         /// 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)
@@ -1844,6 +2157,7 @@
             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();
@@ -1864,7 +2178,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl, isUpgrade);
+                PlaceTower(lvl, isUpgrade, false, isFirstAppear);
             }
 
             return true;
@@ -1994,10 +2308,12 @@
         {
             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];
         }
 
@@ -2154,9 +2470,17 @@
                         }
                         //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);
@@ -2261,7 +2585,20 @@
         /// <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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