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 |  424 ++++++++++++++++++++++++++++++++++++++++------------
 1 files changed, 325 insertions(+), 99 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 64bf996..9a025aa 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -109,6 +109,8 @@
         /// </summary>
         public Button randomTowerBtn;
 
+        public Button SkillTowerBtn;
+
         /// <summary>
         /// 飘血数字对应的prefab.
         /// </summary>
@@ -128,6 +130,8 @@
         /// 购买塔防按钮上的Text.
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
+
+        //protected TextMeshProUGUI towerPriceText1;
 
         protected bool tdBuyDisable = false;
 
@@ -255,6 +259,10 @@
         /// </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;
@@ -264,7 +272,7 @@
         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;
@@ -343,7 +351,7 @@
         {
             foreach (Tower tower in m_listTower)
             {
-                tower.bInAttackMode = canAttack;
+                tower.CanAttack = canAttack;
             }
         }
 
@@ -697,7 +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;
                 }
             }
@@ -731,13 +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)
                 {
@@ -841,6 +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)
             {
@@ -850,7 +882,6 @@
                 }
             }
 
-            GameOver();
             overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
         }
 
@@ -874,26 +905,46 @@
             {
                 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)
                 {
@@ -923,6 +974,8 @@
             }
         }
 
+        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>
@@ -932,37 +985,92 @@
             //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, false, "");
-                    //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))
                     {
-                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+                        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
                     {
-                        (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
+                        CloseCanPlace();
                     }
                 }
                 else
                 {
-                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
+                    CloseCanPlace();
                 }
             }
             else
             {
-                //Debug.Log("什么情况");
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
                     dragTowerPlacement.CloseCanPlace();
                 }
+            }
+        }
+
+        void CloseCanPlace()
+        {
+            dragTowerPlacement.CloseCanPlace();
+            if (bInAttackModeTower != null)
+            {
+                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                bInAttackModeTower = null;
             }
         }
 
@@ -973,24 +1081,45 @@
         /// </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;
                 }
             }
-            return false;
+            return null;
         }
 
         #endregion
@@ -1019,12 +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)
@@ -1037,37 +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)
@@ -1093,6 +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>
@@ -1111,7 +1294,6 @@
 
             if (playEffect)
                 PlayUpgradeEffect(createdTower);
-
             addTower(createdTower);
             Destroy(currentTower.gameObject);
 
@@ -1180,6 +1362,7 @@
             if (towerToMove)
             {
                 towerToMove.showTower(true);
+                towerToMove.CheckCtrl();
 
                 // 处理复制骰子:
                 if (towerToMove.towerFeature == EFeatureTower.CopyCat)
@@ -1237,9 +1420,7 @@
                 return false;
             }
 
-            BuyTower(pointer, force, zeroCost);
-
-            return true;
+            return BuyTower(pointer, force, zeroCost);
         }
 
         /// <summary>
@@ -1371,7 +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;
@@ -1447,9 +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())
@@ -1481,11 +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
@@ -1493,7 +1675,7 @@
             if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null)
             {
                 CancelGhostPlacement();
-                return;
+                return false;
             }
 
             int cost = m_CurrentTower.controller.purchaseCost;
@@ -1504,6 +1686,8 @@
             {
                 PlaceGhost(pointer);
             }
+
+            return true;
         }
 
         /// <summary>
@@ -1512,27 +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>
@@ -1687,6 +1872,25 @@
             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>
         /// 播放宝石出现特效
         /// </summary>
@@ -1707,17 +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;
@@ -1725,6 +1929,7 @@
 
             if (ps == null)
                 ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+
             ps.Play();
             Destroy(obj, ps.main.duration);
         }
@@ -1759,12 +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.
@@ -1784,6 +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;
         }
@@ -1799,7 +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)
             {
@@ -1817,6 +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)
@@ -1942,6 +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();
@@ -2092,10 +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];
         }
 
@@ -2252,6 +2470,14 @@
                         }
                         //selEff.SetWaveLineSel(true);
                     }
+                    else
+                    {
+                        if (currentEffect != null)
+                        {
+                            currentEffect.SetParticleSystem(false);
+                            currentEffect = null;
+                        }
+                    }
                 }
                 // 炸弹是区域攻击显示:
                 else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)

--
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