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

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