From 56f231f1f6523d7920cf32f033f9bb6f0015550f Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Wed, 28 Oct 2020 18:05:11 +0800 Subject: [PATCH] Merge commit '8380b3c000a04bd9bf6dfc11fd8337c1563ad265' into master --- Assets/Scripts/TowerDefense/Towers/TowerLevel.cs | 486 +++++++++++++++++++++++++++-------------------------- 1 files changed, 249 insertions(+), 237 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs b/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs index 5f886c3..ea6ee02 100644 --- a/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs +++ b/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs @@ -8,253 +8,265 @@ namespace TowerDefense.Towers { - /// <summary> - /// An individual level of a tower - /// </summary> - [DisallowMultipleComponent] - public class TowerLevel : MonoBehaviour, ISerializationCallbackReceiver - { - /// <summary> - /// The prefab for communicating placement in the scene - /// </summary> - public TowerPlacementGhost towerGhostPrefab; + /// <summary> + /// An individual level of a tower + /// </summary> + [DisallowMultipleComponent] + public class TowerLevel : MonoBehaviour, ISerializationCallbackReceiver + { + /// <summary> + /// The prefab for communicating placement in the scene + /// </summary> + public TowerPlacementGhost towerGhostPrefab; - /// <summary> - /// Build effect gameObject to instantiate on start - /// </summary> - public GameObject buildEffectPrefab; + /// <summary> + /// Build effect gameObject to instantiate on start + /// </summary> + public GameObject buildEffectPrefab; + /// <summary> + /// 升级特效 + /// </summary> + public GameObject UpgradeEffectPrefab; - /// <summary> - /// 当前的Level对应的DamagerData. - /// </summary> - public Damager levelDamager; + /// <summary> + /// 当前的Level对应的DamagerData. + /// </summary> + public Damager levelDamager; - /// <summary> - /// Reference to scriptable object with level data on it - /// </summary> - public TowerLevelData levelData; + /// <summary> + /// Reference to scriptable object with level data on it + /// </summary> + public TowerLevelData levelData; - /// <summary> - /// The parent tower controller of this tower - /// </summary> - protected Tower m_ParentTower; + /// <summary> + /// The parent tower controller of this tower + /// </summary> + protected Tower m_ParentTower; - /// <summary> - /// The list of effects attached to the tower - /// </summary> - Affector[] m_Affectors; + /// <summary> + /// The list of effects attached to the tower + /// </summary> + Affector[] m_Affectors; - /// <summary> - /// TEST CODE: 是否已经缩放. - /// </summary> - protected bool bScaleForCombat = false; + /// <summary> + /// TEST CODE: 是否已经缩放. + /// </summary> + protected bool bScaleForCombat = false; - /// <summary> - /// Gets the list of effects attached to the tower - /// </summary> - protected Affector[] Affectors - { - get - { - if (m_Affectors == null) - { - m_Affectors = GetComponentsInChildren<Affector>(); - } - return m_Affectors; - } - } - - /// <summary> - /// The physics layer mask that the tower searches on - /// </summary> - public LayerMask mask { get; protected set; } - - /// <summary> - /// Gets the cost value - /// </summary> - public int cost - { - get { return levelData.cost; } - } - - /// <summary> - /// Gets the sell value - /// </summary> - public int sell - { - get { return levelData.sell; } - } - - /// <summary> - /// Gets the max health - /// </summary> - public int maxHealth - { - get { return levelData.maxHealth; } - } - - /// <summary> - /// Gets the starting health - /// </summary> - public int startingHealth - { - get { return levelData.startingHealth; } - } - - /// <summary> - /// Gets the tower description - /// </summary> - public string description - { - get { return levelData.description; } - } - - /// <summary> - /// Gets the tower description - /// </summary> - public string upgradeDescription - { - get { return levelData.upgradeDescription; } - } - - /// <summary> - /// Initialises the Effects attached to this object - /// </summary> - public virtual void Initialize(Tower tower, LayerMask enemyMask, IAlignmentProvider alignment) - { - mask = enemyMask; - - foreach (Affector effect in Affectors) - { - effect.Initialize(alignment, mask); - effect.towerPtr = tower; - } - m_ParentTower = tower; - } - - /// <summary> - /// 当前的TowerLevel设置为对应怪物的材质显示 - /// </summary> - /// <param name="mat"></param> - public void SetTowerMonsterMat( Material mat) + /// <summary> + /// Gets the list of effects attached to the tower + /// </summary> + protected Affector[] Affectors { - if (mat == null) return; - // 查找子结点: - foreach (Transform t in transform.GetComponentsInChildren<Transform>()) - { - if (t.name == "Cube") - { - t.GetComponent<MeshRenderer>().material = mat; - Vector3 scale = t.localScale; - - if( !this.bScaleForCombat) + get + { + if (m_Affectors == null) + { + m_Affectors = GetComponentsInChildren<Affector>(); + } + return m_Affectors; + } + } + + /// <summary> + /// The physics layer mask that the tower searches on + /// </summary> + public LayerMask mask { get; protected set; } + + /// <summary> + /// Gets the cost value + /// </summary> + public int cost + { + get { return levelData.cost; } + } + + /// <summary> + /// Gets the sell value + /// </summary> + public int sell + { + get { return levelData.sell; } + } + + /// <summary> + /// Gets the max health + /// </summary> + public int maxHealth + { + get { return levelData.maxHealth; } + } + + /// <summary> + /// Gets the starting health + /// </summary> + public int startingHealth + { + get { return levelData.startingHealth; } + } + + /// <summary> + /// Gets the tower description + /// </summary> + public string description + { + get { return levelData.description; } + } + + /// <summary> + /// Gets the tower description + /// </summary> + public string upgradeDescription + { + get { return levelData.upgradeDescription; } + } + + /// <summary> + /// Initialises the Effects attached to this object + /// </summary> + public virtual void Initialize(Tower tower, LayerMask enemyMask, IAlignmentProvider alignment) + { + mask = enemyMask; + + foreach (Affector effect in Affectors) + { + effect.Initialize(alignment, mask); + effect.towerPtr = tower; + } + m_ParentTower = tower; + } + + /// <summary> + /// 当前的TowerLevel设置为对应怪物的材质显示 + /// </summary> + /// <param name="mat"></param> + public void SetTowerMonsterMat(Material mat) + { + if (mat == null) return; + // 查找子结点: + foreach (Transform t in transform.GetComponentsInChildren<Transform>()) + { + if (t.name == "Cube") + { + t.GetComponent<MeshRenderer>().material = mat; + Vector3 scale = t.localScale; + + if (!this.bScaleForCombat) { - scale.z *= 1.267f; - t.localScale = scale; - Vector3 pos = t.localPosition; - pos.z -= 0.2f; - t.localPosition = pos; - bScaleForCombat = true; - } - } - } - } + scale.z *= 1.267f; + t.localScale = scale; + Vector3 pos = t.localPosition; + pos.z -= 0.2f; + t.localPosition = pos; + bScaleForCombat = true; + } + } + } + } - /// <summary> - /// A method for activating or deactivating the attached <see cref="Affectors"/> - /// </summary> - public void SetAffectorState(bool state,int waveline ) - { - foreach (Affector affector in Affectors) - { - if (affector != null) - { - affector.enabled = state; - affector.waveLineID = waveline; - } - } - } - - - /// <summary> - /// Returns a list of affectors that implement ITowerRadiusVisualizer - /// </summary> - /// <returns>ITowerRadiusVisualizers of tower</returns> - public List<ITowerRadiusProvider> GetRadiusVisualizers() - { - List<ITowerRadiusProvider> visualizers = new List<ITowerRadiusProvider>(); - foreach (Affector affector in Affectors) - { - var visualizer = affector as ITowerRadiusProvider; - if (visualizer != null) - { - visualizers.Add(visualizer); - } - } - return visualizers; - } - - /// <summary> - /// Returns the dps of the tower - /// </summary> - /// <returns>The dps of the tower</returns> - public float GetTowerDps() - { - float dps = 0; - foreach (Affector affector in Affectors) - { - var attack = affector as AttackAffector; - if (attack != null && attack.damagerProjectile != null) - { - dps += attack.GetProjectileDamage() * attack.fireRate; - } - } - return dps; - } - - public void Kill() - { - m_ParentTower.KillTower(); - } - - public void OnBeforeSerialize() - { - } - - - /// <summary> - /// 获取当前TowerLevel对应的AttackRise. - /// </summary> - public float attackRise { get { return m_ParentTower.attackRise; } } - - public void OnAfterDeserialize() - { - // Setting this member to null is required because we are setting this value on a prefab which will - // persists post run in editor, so we null this member to ensure it is repopulated every run - m_Affectors = null; - } - - /// <summary> - /// Insntiate the build particle effect object - /// </summary> - void Start() - { - if (buildEffectPrefab != null) - { - Instantiate(buildEffectPrefab, transform); - } - } - - /// <summary> - /// 播放升级特效 - /// </summary> - public void PlayUpGradeEffect() + /// <summary> + /// A method for activating or deactivating the attached <see cref="Affectors"/> + /// </summary> + public void SetAffectorState(bool state, int waveline) { - if (buildEffectPrefab != null) - { - Instantiate(buildEffectPrefab, transform); - } - } - } + foreach (Affector affector in Affectors) + { + if (affector != null) + { + affector.enabled = state; + affector.waveLineID = waveline; + } + } + } + + + /// <summary> + /// Returns a list of affectors that implement ITowerRadiusVisualizer + /// </summary> + /// <returns>ITowerRadiusVisualizers of tower</returns> + public List<ITowerRadiusProvider> GetRadiusVisualizers() + { + List<ITowerRadiusProvider> visualizers = new List<ITowerRadiusProvider>(); + foreach (Affector affector in Affectors) + { + var visualizer = affector as ITowerRadiusProvider; + if (visualizer != null) + { + visualizers.Add(visualizer); + } + } + return visualizers; + } + + /// <summary> + /// Returns the dps of the tower + /// </summary> + /// <returns>The dps of the tower</returns> + public float GetTowerDps() + { + float dps = 0; + foreach (Affector affector in Affectors) + { + var attack = affector as AttackAffector; + if (attack != null && attack.damagerProjectile != null) + { + dps += attack.GetProjectileDamage() * attack.fireRate; + } + } + return dps; + } + + public void Kill() + { + m_ParentTower.KillTower(); + } + + public void OnBeforeSerialize() + { + } + + + /// <summary> + /// 获取当前TowerLevel对应的AttackRise. + /// </summary> + public float attackRise { get { return m_ParentTower.attackRise; } } + + public void OnAfterDeserialize() + { + // Setting this member to null is required because we are setting this value on a prefab which will + // persists post run in editor, so we null this member to ensure it is repopulated every run + m_Affectors = null; + } + + /// <summary> + /// Insntiate the build particle effect object + /// </summary> + void Start() + { + + } + + /// <summary> + /// 播放升级特效 + /// </summary> + public void PlayUpGradeEffect() + { + if (UpgradeEffectPrefab != null) + { + GameObject obj = Instantiate(UpgradeEffectPrefab); + obj.transform.position = gameObject.transform.position; + ParticleSystem ps = obj.GetComponent<ParticleSystem>(); + + if (ps == null) + ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); + + Vector3 pos = obj.transform.position; + pos.y = 5f; + obj.transform.position = pos; + ps.Play(); + Destroy(obj, ps.main.duration); + } + } + } } \ No newline at end of file -- Gitblit v1.9.1