From 6b213bdbe7dec2304b256ddfacaa76d817cc47ee Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Wed, 11 Nov 2020 11:09:07 +0800
Subject: [PATCH] 鼠标抬起BUG

---
 Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs |  229 +++++++++++++++++++++++++++++++++++++--------------------
 1 files changed, 149 insertions(+), 80 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
index 1a86fad..e963605 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
@@ -1,95 +1,164 @@
 using UnityEngine;
+using TowerDefense.Level;
 
 namespace TowerDefense.UI.HUD
 {
-	/// <summary>
-	/// States the placement tile can be in
-	/// </summary>
-	public enum PlacementTileState
-	{
-		Filled,
-		Empty
-	}
-	
-	/// <summary>
-	/// Simple class to illustrate tile placement locations
-	/// 主要功能是在场景内能够表示可以放置Tower的位置
-	/// </summary>
-	public class PlacementTile : MonoBehaviour
-	{
-		/// <summary>
-		/// Material to use when this tile is empty
-		/// </summary>
-		public Material emptyMaterial;
-		/// <summary>
-		/// Material to use when this tile is filled
-		/// </summary>
-		public Material filledMaterial;
-		/// <summary>
-		/// The renderer whose material we're changing
-		/// </summary>
-		public Renderer tileRenderer;
+    /// <summary>
+    /// States the placement tile can be in
+    /// </summary>
+    public enum PlacementTileState
+    {
+        Filled,
+        Empty
+    }
 
-		/// <summary>
-		/// 等待购买的材质
-		/// </summary>
-		public Material waitBuyMat;
+    /// <summary>
+    /// Simple class to illustrate tile placement locations
+    /// 主要功能是在场景内能够表示可以放置Tower的位置
+    /// </summary>
+    public class PlacementTile : MonoBehaviour
+    {
+        /// <summary>
+        /// Material to use when this tile is empty
+        /// </summary>
+        public Material emptyMaterial;
+        /// <summary>
+        /// Material to use when this tile is filled
+        /// </summary>
+        public Material filledMaterial;
+        /// <summary>
+        /// The renderer whose material we're changing
+        /// </summary>
+        public Renderer tileRenderer;
 
-		/// <summary>
-		/// 已开放的材质.
-		/// </summary>
-		public Material openMat;
+        /// <summary>
+        /// 等待购买的材质
+        /// </summary>
+        public Material waitBuyMat;
 
-		/// <summary>
-		/// 塔位已被破坏的材质
-		/// </summary>
-		public Material destroyedMat;
+        /// <summary>
+        /// 已开放的材质.
+        /// </summary>
+        public Material openMat;
 
-		/// <summary>
-		/// Update the state of this placement tile
-		/// </summary>
-		public void SetState(PlacementTileState newState)
-		{
-			switch (newState)
-			{
-				case PlacementTileState.Filled:
-					if (tileRenderer != null && filledMaterial != null)
-					{
-						tileRenderer.sharedMaterial = filledMaterial;
-					}
-					break;
-				case PlacementTileState.Empty:
-					if (tileRenderer != null && emptyMaterial != null)
-					{
-						tileRenderer.sharedMaterial = emptyMaterial;
-					}
-					break;
-			}
-		}
+        /// <summary>
+        /// 塔位已被破坏的材质
+        /// </summary>
+        public Material destroyedMat;
+
+        /// <summary>
+        /// 可以放置的塔位
+        /// </summary>
+        public Renderer canPlaceRenderer;
+
+        /// <summary>
+        /// 可以放置的
+        /// </summary>
+        public Material canPlaceMat;
+
+        /// <summary>
+        /// 放置在当前位置
+        /// </summary>
+        public Material selectMat;
+
+        public ParticleSystem myPS;//可以升级的特效
 
 
-		/// <summary>
-		/// 根据传入的参数来设置当前Grid对应的显示信息
-		/// WORK START: 从这个函数开始,替换相关的显示效果
-		/// </summary>
-		/// <param name="newtype"></param>
-		public void SetTileType( PlacementGridType newtype)
+        /// <summary>
+        /// Update the state of this placement tile
+        /// </summary>
+        public void SetState(PlacementTileState newState)
         {
-			switch( newtype)
+            switch (newState)
             {
-                case PlacementGridType.EGridWaitBuy:
-					if (tileRenderer != null && waitBuyMat != null)
-						tileRenderer.sharedMaterial = waitBuyMat;
-					break;
-				case PlacementGridType.EGridOpen:
-					if (tileRenderer != null && openMat != null)
-						tileRenderer.sharedMaterial = openMat;
-					break;
-				case PlacementGridType.EGridDestroyed:
-					if (tileRenderer != null && destroyedMat != null)
-						tileRenderer.sharedMaterial = destroyedMat;
-					break;
+                case PlacementTileState.Filled:
+                    if (tileRenderer != null && filledMaterial != null)
+                    {
+                        tileRenderer.sharedMaterial = filledMaterial;
+                    }
+                    break;
+                case PlacementTileState.Empty:
+                    if (tileRenderer != null && emptyMaterial != null)
+                    {
+                        tileRenderer.sharedMaterial = emptyMaterial;
+                    }
+                    break;
             }
         }
-	}
+
+        public void SetParticleSystem(bool isOn)
+        {
+            if (isOn)
+            {
+                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+                myPS.Play();
+
+            }
+            else
+            {
+                myPS.Stop();
+                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+
+            }
+        }
+
+        /// <summary>
+        /// 设置是否可以放置
+        /// </summary>
+        /// <param name="canPlace"></param>
+        public void CheckCanPlace(bool canPlace)
+        {
+            if (canPlaceRenderer)
+            {
+                if (canPlaceRenderer.enabled != canPlace)
+                    canPlaceRenderer.enabled = canPlace;
+                if (canPlace)
+                {
+                    SetSelect(false);
+                }
+            }
+
+        }
+
+        /// <summary>
+        /// 设置当前材质
+        /// </summary>
+        /// <param name="isSelect"></param>
+        public void SetSelect(bool isSelect)
+        {
+            canPlaceRenderer.material = isSelect ? selectMat : canPlaceMat;
+        }
+
+
+        /// <summary>
+        /// 根据传入的参数来设置当前Grid对应的显示信息
+        /// WORK START: 从这个函数开始,替换相关的显示效果
+        /// </summary>
+        /// <param name="newtype"></param>
+        public void SetTileType(PlacementGridType newtype)
+        {
+            switch (newtype)
+            {
+                case PlacementGridType.EGridWaitBuy:
+                    if (tileRenderer != null && waitBuyMat != null)
+                        tileRenderer.sharedMaterial = waitBuyMat;
+                    break;
+                case PlacementGridType.EGridOpen:
+                    if (EndlessLevelManager.instanceExists)
+                    {
+                        tileRenderer.enabled = false;
+                    }
+                    else
+                    {
+                        if (tileRenderer != null && openMat != null)
+                            tileRenderer.sharedMaterial = openMat;
+                    }
+                    break;
+                case PlacementGridType.EGridDestroyed:
+                    if (tileRenderer != null && destroyedMat != null)
+                        tileRenderer.sharedMaterial = destroyedMat;
+                    break;
+            }
+        }
+    }
 }
\ No newline at end of file

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