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 |  288 ++++++++++++++++++++++++++++++++++++++++++++++++++++-----
 1 files changed, 261 insertions(+), 27 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
index d809aa8..03239eb 100644
--- a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1,4 +1,5 @@
 using System;
+using System.Collections.Generic;
 using Core.Utilities;
 using KTGMGemClient;
 using TowerDefense.Level;
@@ -36,7 +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.
@@ -44,6 +45,10 @@
         public float gridFreePos;
 
         public float gridFreePos2;
+
+        public float gridFreePos3;
+
+        public float gridFreePos4;
 
         /// <summary>
         /// The dimensions of the grid 
@@ -76,6 +81,8 @@
         /// 等待开启塔位的按钮
         /// </summary>
         private EndlessTowerGridOpen[,] m_arrTGO;
+
+        public GameObject[] TowerGridOpenObjArr;
 
         private float[,] m_arrCoinGenTime;
 
@@ -114,12 +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
@@ -131,6 +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.
@@ -189,6 +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.
@@ -275,13 +309,19 @@
         public bool isFreeAtackPos(int x, int y)
         {
             if (m_AvailableCells[x, y])
+            {
                 return false;
+            }
 
             if (m_arrGridType[x, y] == PlacementGridType.EGridOpen)
+            {
                 return true;
+            }
 
             return false;
         }
+
+
 
         /// <summary>
         /// 是否是等待购买的攻击塔位.
@@ -407,6 +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;
@@ -544,8 +592,9 @@
 
             SetUpGrid();
 
-            // 初始化格子对应的屏幕坐标数据
-            preCalculateGridUIPos();
+            // 初始化格子对应的屏幕坐标数据 延迟执行
+            Invoke("preCalculateGridUIPos", 0.3f);
+            //preCalculateGridUIPos();
         }
 
         /// <summary>
@@ -576,21 +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 + (y - AttackRowNumbers) * 1.9f;
+                    //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;
@@ -649,7 +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++)
             {
@@ -660,6 +726,7 @@
                     m_arrTowerBulletUIPos[x, y].x = arrGridCentPos[x, dy - y].x;
                     m_arrTowerBulletUIPos[x, y].y = arrGridCentPos[x, dy - y].y;
 
+                    // 现在PVE基地不需要血条
                     GameObject img = Instantiate(towerBloodUIPrefab);
                     GameObject container = GameObject.Find("BuyButtonContainer");
                     img.transform.SetParent(container.transform);
@@ -675,15 +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 + 1.1f - y * 1.66f;
-                    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;
@@ -693,8 +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 + 1.1f - y * 1.66f;
+                    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;
@@ -706,12 +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;
                 }
             }
         }
@@ -816,10 +899,47 @@
 
             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)
-                arrTowerEnergyEffect[x, dy].Play();
+            {
+                if (!arrTowerEnergyEffect[x, dy].gameObject.activeSelf)
+                    arrTowerEnergyEffect[x, dy].gameObject.SetActive(true);
+                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);
+            }
         }
 
         /// <summary>
@@ -842,7 +962,8 @@
         {
             PlacementTile tileToUse;
 #if UNITY_STANDALONE
-			tileToUse = placementTilePrefab;
+            //tileToUse = placementTilePrefab;
+            tileToUse = placementTilePrefabMobile;
 #else
             tileToUse = placementTilePrefabMobile;
 #endif
@@ -870,9 +991,119 @@
 
                         m_Tiles[x, y] = newTile;
                         newTile.SetTileType(m_arrGridType[x, y]);
+                        newTile.CheckCanPlace(false);//初始化不显示
                     }
                 }
             }
+        }
+
+        PlacementTile currentCanPlace;//记录当前标记
+
+        /// <summary>
+        /// 开始拖拽的时候判断哪些可以放置
+        /// </summary>
+        /// <param name="allTowerP">不符合条件的数组</param>
+        public void CheckAllCanPlace(List<IntVector2> allTowerP)
+        {
+            int iy = dimensions.y - 1;//3
+            bool canPlace;
+            currentCanPlace = null;
+            for (int ix = 0; ix < dimensions.x; ix++)
+            {
+                for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y)
+                {
+                    if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
+                    {
+                        canPlace = true;
+                        for (int i = 0; i < allTowerP.Count; i++)
+                        {
+                            if (allTowerP[i].x == ix && allTowerP[i].y == y)
+                            {
+                                canPlace = false;
+                                break;
+                            }
+                        }
+                        m_Tiles[ix, y].CheckCanPlace(canPlace);
+                    }
+                }
+            }
+        }
+
+
+        /// <summary>
+        /// 播放升级动画
+        /// </summary>
+        /// <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);
+            // }
+        }
+        /// <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);
+            //         }
+            //     }
+            // }
+        }
+
+        /// <summary>
+        /// 拖动时候实时检查距离哪个格子近
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        public void CheckCanPlaceUpdate(int x, int y, bool isEmpty, string towerName)
+        {
+            CloseCanPlace();
+            currentCanPlace = m_Tiles[x, y];
+            currentCanPlace.SetSelect(true);
+            if (isEmpty)
+            {
+                currentCanPlace.SetTowerVirtualshadow(towerName);
+            }
+        }
+
+        /// <summary>
+        /// 关闭上一个
+        /// </summary>
+        public void CloseCanPlace()
+        {
+            if (currentCanPlace != null)
+            {
+                currentCanPlace.SetSelect(false);
+                currentCanPlace = null;
+            }
+        }
+
+        /// <summary>
+        /// 关闭所有
+        /// </summary>
+        public void CloseCanPlaceRenderer()
+        {
+            int iy = dimensions.y - 1;
+            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].CheckCanPlace(false);
+                    }
+                }
+            }
+            //StopPS();
         }
 
 #if UNITY_EDITOR
@@ -923,7 +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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