From 3da3d10bfdd30a1ad7f8c48ab9fd7e7745e3d053 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Tue, 17 Nov 2020 20:55:15 +0800
Subject: [PATCH] 修改特效层级 修改金币BUG

---
 Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs |  184 ++++++++++++++++++++++++++++++++++++----------
 1 files changed, 144 insertions(+), 40 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
index 0f09267..03239eb 100644
--- a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -37,7 +37,7 @@
         /// <summary>
         /// 等待购买开启对应按钮.
         /// </summary>
-        public Button waitBuyBtnPrefab;
+        public GameObject waitBuyBtnPrefab;
 
         /// <summary>
         /// 最后一行格子与前一行格子之间的空位长度.
@@ -45,6 +45,10 @@
         public float gridFreePos;
 
         public float gridFreePos2;
+
+        public float gridFreePos3;
+
+        public float gridFreePos4;
 
         /// <summary>
         /// The dimensions of the grid 
@@ -117,12 +121,19 @@
 
         private EnergyUICtl[,] arrTowerEnergyUi;
 
-        private ParticleSystem[,] arrTowerEnergyEffect;
+        private FreezeBreath[,] arrTowerFreezeBreathUi;
+
+        private GameObject[,] arrTowerEnergyEffect;
+
+        /// <summary>
+        /// 水精灵充能满特效
+        /// </summary>
+        private GameObject[,] arrTowerFreezeBreathEffect;
 
         /// <summary>
         /// 充能特效对应的Prefab.
         /// </summary>
-        public ParticleSystem energyEffectPrefab;
+        public GameObject energyEffectPrefab;
 
         /// <summary>
         /// 此位置上塔对应的子弹充能Prefab.塔放置到当前的塔位后,如果是对应的塔防类型,需要把
@@ -134,6 +145,16 @@
         /// 充能条对应的界面
         /// </summary>
         public GameObject towerEnergyUIPrefab;
+
+        /// <summary>
+        /// 水精灵塔技能(冷冻气息)充能条
+        /// </summary>
+        public GameObject FreezeBreathChargePrefab;
+
+        /// <summary>
+        /// 水精灵塔充能条特效
+        /// </summary>
+        public GameObject FreezeBreathChargeEffect;
 
         /// <summary>
         /// Converts a location in world space into local grid coordinates.
@@ -192,6 +213,16 @@
             return arrTowerEnergyUi[x, 3 - y];
         }
 
+        /// <summary>
+        /// 获取水精灵对应位置的充能条
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        /// <returns></returns>
+        public FreezeBreath GetFreezeBreath(int x, int y)
+        {
+            return arrTowerFreezeBreathUi[x, 3 - y];
+        }
 
         /// <summary>
         /// 获取一个可以放置塔防的位置.
@@ -416,6 +447,14 @@
                 freePos = gridFreePos;
             else if (gridPosition.y == 2)
                 freePos = gridFreePos2;
+            else if (gridPosition.y == 1)
+            {
+                freePos = gridFreePos3;
+            }
+            else if (gridPosition.y == 0)
+            {
+                freePos = gridFreePos4;
+            }
             // Calculate scaled local position
             Vector3 localPos = new Vector3(gridPosition.x + (sizeOffset.x * 0.5f), 0, gridPosition.y + (sizeOffset.y * 0.5f) + freePos) *
                                gridSize;
@@ -586,21 +625,34 @@
             // 血条位置的设定
             PreCalculateTowerBloodUi();
 
+            float[] gapArr = { 0.2f, 0.7f };
             m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y];
 
+            GameObject container = GameObject.Find("BuyButtonContainer");
+            TowerPlacementGridEndless.GRID_OPENCASH = 100;
+            //Debug.Log("修改了数值:" + TowerPlacementGridEndless.GRID_OPENCASH);
+            //float[] xup = { -0.6f, -0.3f, 0, 0.3f, 0.6f };
             for (int x = 0; x < dimensions.x; ++x)
             {
                 for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y)
                 {
                     if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue;
 
-                    GameObject container = GameObject.Find("BuyButtonContainer");
-                    Button buyButton = Instantiate(waitBuyBtnPrefab);
+                    GameObject buyButton = Instantiate(waitBuyBtnPrefab);
                     buyButton.transform.SetParent(container.transform);
 
                     Vector3 pos = buyButton.transform.position;
-                    pos.x = arrGridCentPos[x, y].x;
-                    pos.z = arrGridCentPos[x, y].y;
+                    //pos.x = arrGridCentPos[x, y].x + (x - 2) * gapArr[3 - y] + xup[x];
+                    pos.x = arrGridCentPos[x, y].x + (x - 2) * gapArr[3 - y];
+                    pos.z = arrGridCentPos[x, y].y + 6f;
+                    // if (y == 2)
+                    // {
+                    //     pos.z = arrGridCentPos[x, y].y + 9f;
+                    // }
+                    // else if (y == 3)
+                    // {
+                    //     pos.z = arrGridCentPos[x, y].y + 7f;
+                    // }
                     pos.y = 30;
                     buyButton.transform.position = pos;
                     buyButton.transform.localRotation = Quaternion.identity;
@@ -659,7 +711,11 @@
             m_arrTowerBulletUIPos = new Vector2[dimensions.x, AttackRowNumbers];
             arrTowerBulletUi = new BulletUICtl[dimensions.x, AttackRowNumbers];
             arrTowerEnergyUi = new EnergyUICtl[dimensions.x, AttackRowNumbers];
-            arrTowerEnergyEffect = new ParticleSystem[dimensions.x, AttackRowNumbers];
+            arrTowerFreezeBreathUi = new FreezeBreath[dimensions.x, AttackRowNumbers];
+            arrTowerEnergyEffect = new GameObject[dimensions.x, AttackRowNumbers];
+            arrTowerFreezeBreathEffect = new GameObject[dimensions.x, AttackRowNumbers];
+
+            float[] gapArr = { 0.4f, 0.6f };
 
             for (int x = 0; x < dimensions.x; x++)
             {
@@ -686,15 +742,15 @@
                     arrTowerBloodUi[x, y] = tbv;
                     tbv.gameObject.SetActive(false);
 
+                    Vector3 targetPos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1));
+
+                    // 子弹条
                     img = Instantiate(towerBulletUIPrefab);
-                    img.transform.SetParent(container.transform, true);
-                    tpos = img.transform.position;
-                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f;
-                    tpos.z = m_arrTowerBulletUIPos[x, y].y - 0.5f;
-                    tpos.y = 30f;
-                    img.transform.position = tpos;
-                    img.transform.localScale = Vector3.one;
-                    img.transform.localRotation = Quaternion.identity;
+                    img.transform.SetParent(transform, false);
+                    img.transform.position = targetPos;
+                    Vector3 pos = img.transform.position;
+                    pos.x -= 1f;
+                    img.transform.position = pos;
 
                     BulletUICtl buc = img.GetComponent<BulletUICtl>();
                     arrTowerBulletUi[x, y] = buc;
@@ -704,8 +760,8 @@
                     img = Instantiate(towerEnergyUIPrefab);
                     img.transform.SetParent(container.transform);
                     tpos = img.transform.position;
-                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f;
-                    tpos.z = m_arrTowerBulletUIPos[x, y].y - 0.5f;
+                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.4f + (x - 2) * gapArr[y];
+                    tpos.z = m_arrTowerBulletUIPos[x, y].y + 5f;
                     tpos.y = 30f;
                     img.transform.position = tpos;
                     img.transform.localScale = Vector3.one;
@@ -717,12 +773,28 @@
 
                     // 设置播放特效对应的3D坐标:
                     Vector3 vpos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1));
-                    vpos.x -= (gridSize / 2.0f);
-                    vpos.y += 5.0f;
+                    vpos.x -= 1f;
 
                     arrTowerEnergyEffect[x, y] = Instantiate(energyEffectPrefab);
                     arrTowerEnergyEffect[x, y].transform.position = vpos;
-                    arrTowerEnergyEffect[x, y].Stop();
+
+                    // 创建水精灵充能条
+                    img = Instantiate(FreezeBreathChargePrefab);
+                    img.transform.SetParent(container.transform);
+                    tpos = img.transform.position;
+                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.4f + (x - 2) * gapArr[y];
+                    tpos.z = m_arrTowerBulletUIPos[x, y].y + 5f;
+                    tpos.y = 30f;
+                    img.transform.position = tpos;
+                    img.transform.localScale = Vector3.one;
+                    img.transform.localRotation = Quaternion.identity;
+
+                    FreezeBreath freezeBreath = img.GetComponent<FreezeBreath>();
+                    arrTowerFreezeBreathUi[x, y] = freezeBreath;
+                    freezeBreath.gameObject.SetActive(false);
+
+                    arrTowerFreezeBreathEffect[x, y] = Instantiate(FreezeBreathChargeEffect);
+                    arrTowerFreezeBreathEffect[x, y].transform.position = vpos;
                 }
             }
         }
@@ -827,17 +899,46 @@
 
             if (!arrTowerEnergyEffect[x, dy]) return;
 
+            ParticleSystem ps = arrTowerEnergyEffect[x, dy].GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = arrTowerEnergyEffect[x, dy].transform.GetChild(0).GetComponent<ParticleSystem>();
+
             if (play)
             {
                 if (!arrTowerEnergyEffect[x, dy].gameObject.activeSelf)
                     arrTowerEnergyEffect[x, dy].gameObject.SetActive(true);
-                arrTowerEnergyEffect[x, dy].Play();
+                ps.Play();
             }
             else
             {
 
-                arrTowerEnergyEffect[x, dy].Stop();
+                ps.Stop();
                 arrTowerEnergyEffect[x, dy].gameObject.SetActive(false);
+            }
+        }
+
+        public void PlayFreezeBreathEffect(int x, int y, bool play = true)
+        {
+            int dy = dimensions.y - 1 - y;
+
+            if (!arrTowerFreezeBreathEffect[x, dy]) return;
+
+            ParticleSystem ps = arrTowerFreezeBreathEffect[x, dy].GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = arrTowerFreezeBreathEffect[x, dy].transform.GetChild(0).GetComponent<ParticleSystem>();
+
+            if (play)
+            {
+                if (!arrTowerFreezeBreathEffect[x, dy].gameObject.activeSelf)
+                    arrTowerFreezeBreathEffect[x, dy].gameObject.SetActive(true);
+                ps.Play();
+            }
+            else
+            {
+                ps.Stop();
+                arrTowerFreezeBreathEffect[x, dy].gameObject.SetActive(false);
             }
         }
 
@@ -935,27 +1036,27 @@
         /// <param name="allTowerP"></param>
         public void PlayPS(List<IntVector2> allTowerP)
         {
-            for (int i = 0; i < allTowerP.Count; i++)
-            {
-                m_Tiles[allTowerP[i].x, allTowerP[i].y].SetParticleSystem(true);
-            }
+            // for (int i = 0; i < allTowerP.Count; i++)
+            // {
+            //     m_Tiles[allTowerP[i].x, allTowerP[i].y].SetParticleSystem(true);
+            // }
         }
         /// <summary>
         /// /// 停止所有升级动画
         /// </summary>
         public void StopPS()
         {
-            int iy = dimensions.y - 1;//3
-            for (int ix = 0; ix < dimensions.x; ix++)
-            {
-                for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y)
-                {
-                    if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
-                    {
-                        m_Tiles[ix, y].SetParticleSystem(false);
-                    }
-                }
-            }
+            // int iy = dimensions.y - 1;//3
+            // for (int ix = 0; ix < dimensions.x; ix++)
+            // {
+            //     for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y)
+            //     {
+            //         if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
+            //         {
+            //             m_Tiles[ix, y].SetParticleSystem(false);
+            //         }
+            //     }
+            // }
         }
 
         /// <summary>
@@ -1002,7 +1103,7 @@
                     }
                 }
             }
-            StopPS();
+            //StopPS();
         }
 
 #if UNITY_EDITOR
@@ -1053,7 +1154,10 @@
                     freePos = gridFreePos;
                 else if (y > 0 && y == dimensions.y - 2)
                     freePos = gridFreePos2;
-
+                else if (y > 0 && y == dimensions.y - 3)
+                    freePos = gridFreePos3;
+                else if (y == dimensions.y - 4)
+                    freePos = gridFreePos4;
                 for (int x = 0; x < dimensions.x; x++)
                 {
                     var position = new Vector3((x + 0.5f) * gridSize, 0, (y + 0.5f) * gridSize + freePos);

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