From 52fb8c663b1e74b2a36b79bc70a452ca73db6341 Mon Sep 17 00:00:00 2001
From: weixudong <weixudong4700@ktgame.com>
Date: Thu, 12 Nov 2020 17:20:08 +0800
Subject: [PATCH] Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle into master

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  295 +++++++++++++++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 286 insertions(+), 9 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 92083ef..d3b37f9 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;
@@ -178,6 +179,12 @@
         /// </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>();
 
@@ -246,6 +253,12 @@
         /// </summary>
         public GameObject TowerAppearEffectPrefab;
 
+        /// <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
+        /// </summary>
+        /// <value></value>
+        public int MinLevel;
+
         public IPlacementArea selfTowerPlaceArea
         {
             get
@@ -260,6 +273,19 @@
             }
         }
 
+        private void UpdateMinLevelArr()
+        {
+            int min = -1;
+
+            for (int i = 0; i < m_listTower.Count; ++i)
+            {
+                if (min == -1 || m_listTower[i].currentLevel < min)
+                    min = m_listTower[i].currentLevel;
+            }
+
+            MinLevel = Mathf.Max(min, 0);
+        }
+
         /// <summary>
         /// 增加一个防塔的数据结构,测试数据
         /// </summary>
@@ -267,6 +293,7 @@
         public void addTower(Tower t)
         {
             m_listTower.Add(t);
+            UpdateMinLevelArr();
 
             // 当前所在的位置是否攻击位置,随手瞎写:2 或者 3也就是前两排是上阵的
             if (t.gridPosition.y >= 2)
@@ -580,12 +607,16 @@
             UIPointer pointer = WrapPointer(pinfo);
             Tower sTower = PickTowerInGrid(pointer);
             if (sTower != null)
+            {
                 return false;
+            }
 
             if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
             {
                 if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                {
                     return true;
+                }
             }
 
             return false;
@@ -642,6 +673,29 @@
         }
 
         /// <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 IsSubstitute(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 && sTower.bInAttackMode == towerToMove.bInAttackMode)
+                        return true;
+                }
+            }
+
+            return false;
+        }
+
+        /// <summary>
         /// 获取目标格子上的塔防的名字数据
         /// </summary>
         /// <param name="pinfo"></param>
@@ -694,6 +748,7 @@
         /// <param name="opponent"></param>
         public void DestroyTowerGrid(int xidx)
         {
+            // 这里的逻辑已经不走了
             for (int i = 0; i < AttackRowNumbers; ++i)
             {
                 if (TowerDestroyArr[xidx, i]) continue;
@@ -753,11 +808,40 @@
                     }
                 }
 
-                // 红心减少逻辑
-                // HealthHeartState.instance.killHeart(false);
                 GameOver();
                 overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
             }
+        }
+
+        /// <summary>
+        /// 爱心数量为0,游戏结束
+        /// </summary>
+        private void AllHeartLose()
+        {
+            // 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)
+            {
+                EndlessLevelManager.instance.StopWaveLine(i);
+            }
+
+            // 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();
+
+            for (int i = 0; i < waveLineAgentIns.Length; ++i)
+            {
+                while (waveLineAgentIns[i].listAgent.Count > 0)
+                {
+                    waveLineAgentIns[i].listAgent[0].PlayDeath();
+                }
+            }
+
+            GameOver();
+            overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
         }
 
         private void SafelyCallGameOverEvent()
@@ -766,6 +850,140 @@
                 GameOverEvent();
             overTimer = null;
         }
+
+        #region 拖动时候给塔位一个标识
+
+        public MeshRenderer temporaryMat;//移动时候的虚像材质
+
+        /// <summary>
+        /// 查找可以合成的塔
+        /// </summary>
+        public void CheckAllCanPlace()
+        {
+            if (m_CurrentTower != null)
+            {
+                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
+
+                    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);
+                        }
+                    }
+
+                (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);
+                }
+            }
+        }
+
+        /// <summary>
+        /// 关闭所有标识
+        /// </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();
+            }
+        }
+
+        /// <summary>
+        /// 检查符合条件的塔
+        /// </summary>
+        /// <param name="pointerInfo"></param>
+        public void CheckTowerPlace(PointerInfo pointerInfo)
+        {
+            //return;
+            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
+            {
+                //下面是为了设置一个虚拟的塔
+                if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                {
+                    //Debug.Log("得到了一个空的塔位");
+
+                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
+                    //if(temporaryMat)
+                }
+                else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
+                {
+                    if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                    {
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+                    }
+                    else
+                    {
+                        (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
+                    }
+                }
+                else
+                {
+                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
+                }
+            }
+            else
+            {
+                //Debug.Log("什么情况");
+                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                {
+                    dragTowerPlacement.CloseCanPlace();
+                }
+            }
+        }
+
+        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)
+        {
+            // 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)
+                {
+                    //说明可以合成
+                    return true;
+                }
+                else
+                {
+                    return false;
+                }
+            }
+            return false;
+        }
+
+        #endregion
 
         /// <summary>
         /// 拖动一个Tower之后,松开鼠标或者EndDrag.
@@ -776,6 +994,12 @@
         public void onEndTowerDrag(PointerInfo pointerInfo)
         {
             bool bSkill = false;
+            if (temporaryMat != null)
+            {
+                //移动虚像隐藏
+                temporaryMat.material = null;
+            }
+
             if (!m_CurrentTower || !m_CurrentTower.controller)
             {
                 CancelPlaceTower(pointerInfo);
@@ -799,6 +1023,40 @@
                     towerToMove.showTower(true);
                     towerToMove.Sell();
                     towerToMove = null;
+                }
+            }
+            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);
                 }
             }
             // 当前是Skill塔位的状态.
@@ -831,19 +1089,23 @@
         /// <param name="newTower"></param>
         /// <param name="pos"></param>
         /// <param name="level">塔的等级</param>
-        public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level)
+        public Tower PlaceTowerForce(Tower newTower, IntVector2 pos, int level, bool playEffect = true)
         {
             TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab);
             currentTower.Initialize(newTower);
             Tower controller = currentTower.controller;
             Tower createdTower = Instantiate(controller);
+            createdTower.PlayWaveLineFlash = playEffect;
             createdTower.Initialize(m_CurrentArea, pos);
             createdTower.SetLevel(level - 1);
 
-            PlayUpgradeEffect(createdTower);
+            if (playEffect)
+                PlayUpgradeEffect(createdTower);
 
             addTower(createdTower);
             Destroy(currentTower.gameObject);
+
+            return createdTower;
         }
 
         protected bool SkillPlayEndDrag(PointerInfo pointer)
@@ -1514,7 +1776,7 @@
                 if (crit)
                     bloodStr += "Crt!";
                 bloodStr += "-";
-                bloodStr += val.ToString();
+                bloodStr += ((Int64)val).ToString();
 
                 tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
             }
@@ -1525,8 +1787,12 @@
             // 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);
         }
 
         /// <summary>
@@ -1694,6 +1960,8 @@
             CalSelTowerScreenOffset(info, controller);
         }
 
+
+
         /// <summary>
         /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。
         /// </summary>
@@ -1860,6 +2128,7 @@
             return currentEventSystem.IsPointerOverGameObject(pointerId);
         }
 
+        WaveLineSelEffect currentEffect;
         /// <summary>
         /// Move the ghost to the pointer's position
         /// </summary>
@@ -1908,12 +2177,20 @@
                     if (npt.overWaveLine)
                     {
                         WaveLineSelEffect selEff = npt.wavelineHit.Value.collider.GetComponent<WaveLineSelEffect>();
-                        if (selEff)
-                            selEff.SetWaveLineSel(true);
+                        if (selEff != currentEffect)
+                        {
+                            if (currentEffect != null)
+                            {
+                                currentEffect.SetParticleSystem(false);
+                            }
+                            currentEffect = selEff;
+                            currentEffect.SetParticleSystem(true);
+                        }
+                        //selEff.SetWaveLineSel(true);
                     }
                 }
                 // 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);

--
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