From 5d16d6e5172daf42d386baa5c09663b422f05a59 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Mon, 09 Nov 2020 18:26:50 +0800
Subject: [PATCH] 移动塔的时候碰到空塔位给一个虚影,没有资源暂时return

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  303 +++++++++++++++++++++++++++++++++++++++++++++++++-
 1 files changed, 294 insertions(+), 9 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 6644d77..84cc7e9 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -14,6 +14,8 @@
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 using TowerDefense.Nodes;
+using TowerDefense.Affectors;
+using KTGMGemClient;
 
 namespace TowerDefense.UI.HUD
 {
@@ -234,6 +236,22 @@
 
         public event Action GameOverEvent;
 
+        /// <summary>
+        /// 塔升级特效预制体
+        /// </summary>
+        public GameObject TowerUpgradeEffectPrefab;
+
+        /// <summary>
+        /// 宝石出现特效预制体
+        /// </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
@@ -248,6 +266,19 @@
             }
         }
 
+        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>
@@ -255,6 +286,7 @@
         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)
@@ -284,6 +316,18 @@
         public bool towerInList(Tower t)
         {
             return m_listTower.Contains(t);
+        }
+
+        /// <summary>
+        /// 设置已经上阵的所有塔的攻击状态,是否可以攻击
+        /// </summary>
+        /// <param name="canAttack"></param>
+        public void SetAttackingTowerState(bool canAttack)
+        {
+            foreach (Tower tower in m_listTower)
+            {
+                tower.bInAttackMode = canAttack;
+            }
         }
 
         public void delTower(Tower t)
@@ -556,12 +600,16 @@
             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;
@@ -618,6 +666,29 @@
         }
 
         /// <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>
@@ -670,6 +741,7 @@
         /// <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;
@@ -729,11 +801,38 @@
                     }
                 }
 
-                // 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();
+
+            // 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()
@@ -741,6 +840,21 @@
             if (GameOverEvent != null)
                 GameOverEvent();
             overTimer = null;
+        }
+
+        public MeshRenderer temporaryMat;//移动时候的虚像材质
+
+        public void CheckTowerPlace(PointerInfo pointerInfo)
+        {
+            return;
+            //下面是为了设置一个虚拟的塔
+            if (isFreeAttackGrid(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+            {
+                Debug.Log("得到了一个空的塔位");
+
+                (m_CurrentArea as TowerPlacementGridEndless).GetMeshRender(m_GridPosition.x, m_GridPosition.y, "1");
+                //if(temporaryMat)
+            }
         }
 
         /// <summary>
@@ -752,6 +866,12 @@
         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);
@@ -777,6 +897,40 @@
                     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.
             else if (bSkill)
             {
@@ -799,6 +953,31 @@
             }
             else
                 CancelPlaceTower(pointerInfo);
+        }
+
+        /// <summary>
+        /// 强制放置塔,主要是用于新手
+        /// </summary>
+        /// <param name="newTower"></param>
+        /// <param name="pos"></param>
+        /// <param name="level">塔的等级</param>
+        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);
+
+            if (playEffect)
+                PlayUpgradeEffect(createdTower);
+
+            addTower(createdTower);
+            Destroy(currentTower.gameObject);
+
+            return createdTower;
         }
 
         protected bool SkillPlayEndDrag(PointerInfo pointer)
@@ -835,6 +1014,7 @@
                         // 播放特效,并处理伤害.
                         EndlessWaveLineManager.instance.PlayWaveLineEffect(selEff.waveLineId);
                         AgentInsManager.instance.ExecWavelineAttack(selEff.waveLineId, sId, sLevel, false);
+                        ++GameConfig.EndlessPortUseSkillTowerCount;
                         return true;
                     }
                 }
@@ -1189,6 +1369,35 @@
         }
 
         /// <summary>
+        /// 播放升级特效
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void PlayUpgradeEffect(Tower newTower)
+        {
+            GameObject effect = TowerUpgradeEffectPrefab;
+
+            if (newTower.towerFeature == EFeatureTower.NULL)
+            {
+                string path = $"UI/ToBattle_{newTower.attributeId}";
+                GameObject prefab = Resources.Load<GameObject>(path);
+                effect = Instantiate(prefab);
+            }
+
+            // 在sTower的位置播放升级特效
+            GameObject obj = Instantiate(effect);
+            obj.transform.position = newTower.transform.position;
+            Vector3 pos = obj.transform.position;
+            pos.y += 5f;
+            obj.transform.position = pos;
+            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+            ps.Play();
+            Destroy(obj, ps.main.duration);
+        }
+
+        /// <summary>
         /// Deselect the current tower and hides the UI
         /// </summary>
         public void DeselectTower()
@@ -1253,7 +1462,7 @@
         /// <exception cref="InvalidOperationException">
         /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
         /// </exception>
-        public void PlaceTower(int lvl = 0, bool opponent = false)
+        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false)
         {
             if (!isBuilding)
                 throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1273,14 +1482,59 @@
 
             // River: 内部缓存数据,用于后期容易找到数据.
             addTower(createdTower);
-
             CancelGhostPlacement();
+            if (!isUpgrade)
+                PlayAppearEffect(createdTower.transform.position);
+            else
+                PlayUpgradeEffect(createdTower);
 
             // 处理成长骰子,复制骰子等等功能.
             if (lvl == 0)
             {
                 ProcessFeatureTower(createdTower);
             }
+        }
+
+        /// <summary>
+        /// 播放宝石出现特效
+        /// </summary>
+        public void PlayAppearEffect(Vector3 worldPos)
+        {
+            GameObject obj = Instantiate(TowerAppearEffectPrefab);
+            obj.transform.position = worldPos;
+            Vector3 pos = obj.transform.position;
+            pos.y += 5f;
+            obj.transform.position = pos;
+
+            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+
+            ps.Play();
+            Destroy(obj, ps.main.duration);
+        }
+
+        /// <summary>
+        /// 播放升级特效
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void GuidePlayUpgradeEffect(Vector3 position)
+        {
+            GameObject effect = TowerUpgradeEffectPrefab;
+
+            // 在sTower的位置播放升级特效
+            GameObject obj = Instantiate(effect);
+            obj.transform.position = position;
+            Vector3 pos = obj.transform.position;
+            pos.y += 5f;
+            obj.transform.position = pos;
+            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+            ps.Play();
+            Destroy(obj, ps.main.duration);
         }
 
         protected void ProcessFeatureTower(Tower ctower)
@@ -1333,7 +1587,8 @@
         /// </summary>
         protected void disableRandomTowerBtn()
         {
-            randomTowerBtn.interactable = false;
+            randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
+            //randomTowerBtn.interactable = false;
             if (towerPriceText)
             {
                 towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
@@ -1355,7 +1610,10 @@
                 towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
 
             if (randomTowerBtn)
-                randomTowerBtn.interactable = true;
+            {
+                randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClickNormal();
+                //randomTowerBtn.interactable = true;
+            }
             tdBuyDisable = false;
         }
 
@@ -1390,7 +1648,7 @@
                 if (crit)
                     bloodStr += "Crt!";
                 bloodStr += "-";
-                bloodStr += val.ToString();
+                bloodStr += ((Int64)val).ToString();
 
                 tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
             }
@@ -1403,6 +1661,7 @@
             if (placeObj != null)
                 m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
             placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
+            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
         }
 
         /// <summary>
@@ -1444,7 +1703,7 @@
         /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
         /// </summary>
         /// <param name="tow"></param>
-        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1)
+        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false)
         {
             // 获取IPlaceArea.
             if (m_CurrentArea == null)
@@ -1493,6 +1752,7 @@
             m_CurrentTower.Show();
             if (successfulPurchase)
             {
+                ++GameConfig.EndlessBuyTowerCount;
                 // 删除towerToMove,确保塔防数据不再出现多个
                 if (zeroCost && (towerToMove != null))
                 {
@@ -1507,7 +1767,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl);
+                PlaceTower(lvl, isUpgrade);
             }
 
             return true;
@@ -1879,6 +2139,7 @@
 
                     // ATTENTION TO FIX:是否应该加入List:
                     addTower(createdTower);
+                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                     dragTowerLevel = 0;
                     CancelGhostPlacement();
                 }
@@ -1886,6 +2147,30 @@
         }
 
         /// <summary>
+        /// 播放宝石上阵特效
+        /// </summary>
+        /// <param name="attributeId">101 火,105 水,109 木</param>
+        /// <param name="worldPos">世界坐标</param>
+        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
+        {
+            string path = $"UI/ToBattle_{attributeId}";
+            GameObject prefab = Resources.Load<GameObject>(path);
+            GameObject obj = Instantiate(prefab);
+            obj.transform.position = worldPos;
+            Vector3 pos = obj.transform.position;
+            pos.y += 5f;
+            obj.transform.position = pos;
+
+            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+
+            ps.Play();
+            Destroy(obj, ps.main.duration);
+        }
+
+        /// <summary>
         /// Raycast onto tower placement areas
         /// </summary>
         /// <param name="pointer">The pointer we're testing</param>

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