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 | 377 +++++++++++++++++++++++++++++++++++++++++++++++++++-- 1 files changed, 361 insertions(+), 16 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index aac5ff7..9de2db0 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -236,6 +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 @@ -250,6 +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> @@ -257,6 +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) @@ -570,12 +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; @@ -632,6 +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> @@ -684,6 +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; @@ -710,12 +768,6 @@ m_CurrentArea.SetDestroyedGrid(xidx, 3 - i); break; - } - - if (GameConfig.IsNewbie && EndlessUIStart.instance.beginSkillStep) - { - EndlessUIStart.instance.beginSkillStep = true; - EndlessLevelManager.instance.StopSecondWave(); } bool isAllDestroyed = true; @@ -749,11 +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() @@ -762,6 +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. @@ -772,6 +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); @@ -795,6 +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. @@ -827,17 +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); + if (playEffect) + PlayUpgradeEffect(createdTower); + addTower(createdTower); Destroy(currentTower.gameObject); + + return createdTower; } protected bool SkillPlayEndDrag(PointerInfo pointer) @@ -874,6 +1111,7 @@ // 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; } } @@ -1228,6 +1466,35 @@ } /// <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() @@ -1292,7 +1559,7 @@ /// <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"); @@ -1312,14 +1579,59 @@ // 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) @@ -1372,7 +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); @@ -1394,7 +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; } @@ -1429,7 +1745,7 @@ if (crit) bloodStr += "Crt!"; bloodStr += "-"; - bloodStr += val.ToString(); + bloodStr += ((Int64)val).ToString(); tm.moveBloodText(spos.x, spos.y, bloodStr, crit); } @@ -1442,6 +1758,7 @@ if (placeObj != null) m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); + EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); } /// <summary> @@ -1483,7 +1800,7 @@ /// 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) @@ -1532,6 +1849,7 @@ 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)) { @@ -1546,7 +1864,7 @@ OnSuccessBuyTower(); SetState(State.Building); - PlaceTower(lvl); + PlaceTower(lvl, isUpgrade); } return true; @@ -1607,6 +1925,8 @@ // 计算偏移值. 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。 @@ -1918,6 +2238,7 @@ // ATTENTION TO FIX:是否应该加入List: addTower(createdTower); + PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); dragTowerLevel = 0; CancelGhostPlacement(); } @@ -1925,6 +2246,30 @@ } /// <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