From 7663d2a2fe0dd97e1933354553827d29d66f3b45 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Fri, 04 Dec 2020 19:49:54 +0800
Subject: [PATCH] 电脑版获取设备ID

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   74 ++++++++++++++++++++++++++++++-------
 1 files changed, 60 insertions(+), 14 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 6e8daf1..2a6e025 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,11 +1,8 @@
-using System.Globalization;
-using Core.Health;
+using Core.Health;
 using Core.Input;
 using Core.Utilities;
-using DG.Tweening;
 using JetBrains.Annotations;
 using System;
-using System.Collections;
 using System.Collections.Generic;
 using TMPro;
 using TowerDefense.Level;
@@ -15,7 +12,6 @@
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 using TowerDefense.Nodes;
-using TowerDefense.Affectors;
 using KTGMGemClient;
 
 namespace TowerDefense.UI.HUD
@@ -127,11 +123,19 @@
         public TextMoveDoTween bloodCrit;
 
         /// <summary>
+        /// 减速飘字
+        /// </summary>
+        public Image SlowDownWord;
+
+        /// <summary>
+        /// 暴击飘字
+        /// </summary>
+        public Image CritWord;
+
+        /// <summary>
         /// 购买塔防按钮上的Text.
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
-
-        //protected TextMeshProUGUI towerPriceText1;
 
         protected bool tdBuyDisable = false;
 
@@ -679,6 +683,10 @@
                 // 判断格子上的塔防:
                 UIPointer pointer = WrapPointer(pinfo);
                 Tower sTower = PickTowerInGrid(pointer);
+
+                // 泡泡禁锢状态不允许合并
+                if (sTower && sTower.IsStartBondage) return false;
+
                 if (sTower && sTower != towerToMove)
                 {
                     int testLvl = dragTowerLevel;
@@ -702,6 +710,9 @@
                 // 判断格子上的塔防:
                 UIPointer pointer = WrapPointer(pinfo);
                 Tower sTower = PickTowerInGrid(pointer);
+
+                // 泡泡禁锢状态不允许置换
+                if (sTower && sTower.IsStartBondage) return false;
 
                 if (sTower && sTower != towerToMove)
                 {
@@ -863,6 +874,7 @@
             EndlessBossSkillManager.instance.ClearSkillList();
             EndlessBossHPManager.instance.SwitchHP(true);
             EndlessBossHPManager.instance.SetCurrentHP(0);
+            EndlessLevelManager.instance.WaveManager.HideTunel();
 
             // 停止所有兵线的出兵
             for (int i = 0; i < TotalWaveLines; ++i)
@@ -1162,7 +1174,7 @@
                 }
                 else
                 {
-                    GuideCtrl.Ins.EndDrag11_1();
+                    GuideCtrl.Ins.EndDrag5_1();
                     CancelPlaceTower(pointerInfo);
                     Debug.Log("没有放置在火塔上");
                 }
@@ -2009,16 +2021,33 @@
             if (tm)
             {
                 tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true);
-                string bloodStr = "";
-                if (doubleHit)
-                    bloodStr += "Dble!";
-                if (crit)
-                    bloodStr += "Crt!";
-                bloodStr += "-";
+                string bloodStr = "-";
                 bloodStr += ((Int64)val).ToString();
 
                 tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
             }
+        }
+
+        /// <summary>
+        /// 减速飘字
+        /// </summary>
+        public void FloatSlowDownWord(Vector3 worldPos)
+        {
+            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
+            GameObject obj = Instantiate(SlowDownWord.gameObject);
+            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
+            obj.GetComponent<TextMoveDoTween>().FloatSlowDownWord(screenPos.x, screenPos.y);
+        }
+
+        /// <summary>
+        /// 暴击飘字
+        /// </summary>
+        public void FloatCritWord(Vector3 worldPos)
+        {
+            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
+            GameObject obj = Instantiate(CritWord.gameObject);
+            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
+            obj.GetComponent<TextMoveDoTween>().FloatCritWord(screenPos.x, screenPos.y);
         }
 
         private void Start()
@@ -2193,6 +2222,9 @@
             var controller = output.collider.GetComponent<Tower>();
             if (controller != null)
             {
+                // 泡泡禁锢状态不允许拖动
+                if (controller.IsStartBondage) return;
+
                 SelectTower(controller);
             }
 
@@ -2200,7 +2232,21 @@
             CalSelTowerScreenOffset(info, controller);
         }
 
+        public void OnPressed(PointerInfo info)
+        {
+            UIPointer uiPointer = WrapPointer(info);
+            RaycastHit output;
+            bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer);
 
+            if (uiPointer.overUI) return;
+
+            if (hasHit)
+            {
+                Tower controller = output.collider.GetComponent<Tower>();
+                if (controller != null)
+                    controller.OnPressed();
+            }
+        }
 
         /// <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。

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