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> -- Gitblit v1.9.1