From 65a6f11553bcb46d6244dbafe63b6225dfa4d56e Mon Sep 17 00:00:00 2001 From: wangguan <wangguan@kt007.com> Date: Tue, 10 Nov 2020 20:29:12 +0800 Subject: [PATCH] 可以升级的塔播放动画 --- Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | 254 +++++++++++++++++++++++++++++++++++++++++++++++++- 1 files changed, 245 insertions(+), 9 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index db5f6e6..9de2db0 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -246,6 +246,12 @@ /// </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 +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> @@ -267,6 +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) @@ -580,12 +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; @@ -642,6 +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> @@ -694,6 +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; @@ -753,11 +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() @@ -766,6 +841,118 @@ 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"); + + } + } + } + + /// <summary> + /// 关闭所有标识 + /// </summary> + public void CloseCanPlaceRenderer() + { + if (m_CurrentArea != null) + (m_CurrentArea 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); + //if(temporaryMat) + } + else + { + (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); + } + } + + } + + /// <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; + } + } + + if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) + { + if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) + { + return true; + } + } + + return false; + } + + #endregion /// <summary> /// 拖动一个Tower之后,松开鼠标或者EndDrag. @@ -776,6 +963,12 @@ 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 +992,40 @@ 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 +1058,23 @@ /// <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) @@ -1361,8 +1592,6 @@ } } - - /// <summary> /// 播放宝石出现特效 /// </summary> @@ -1455,7 +1684,8 @@ /// </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); @@ -1477,7 +1707,10 @@ towerPriceText.color = new Color(1.0f, 1.0f, 1.0f); if (randomTowerBtn) - randomTowerBtn.interactable = true; + { + randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClickNormal(); + //randomTowerBtn.interactable = true; + } tdBuyDisable = false; } @@ -1512,7 +1745,7 @@ if (crit) bloodStr += "Crt!"; bloodStr += "-"; - bloodStr += val.ToString(); + bloodStr += ((Int64)val).ToString(); tm.moveBloodText(spos.x, spos.y, bloodStr, crit); } @@ -1525,6 +1758,7 @@ if (placeObj != null) m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); + EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); } /// <summary> @@ -1692,6 +1926,8 @@ 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> -- Gitblit v1.9.1