From 78e14d93c46238881339f33a56c81275c55d5089 Mon Sep 17 00:00:00 2001
From: liuzhiwei <liuzhiwei@qq.com>
Date: Wed, 04 Nov 2020 14:02:54 +0800
Subject: [PATCH] Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master

---
 Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs |  104 +++++++++++++++++++++++++++++++++++++++++++++++++---
 1 files changed, 98 insertions(+), 6 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
index d8db3e8..418b456 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -196,6 +196,15 @@
         /// </summary>
         protected int uiCtlProgresss = 0;
 
+        /// <summary>
+        /// 宝石升级特效
+        /// </summary>
+        public GameObject TowerUpgradeEffect;
+
+        /// <summary>
+        /// 宝石出现特效
+        /// </summary>
+        public GameObject TowerAppearEffect;
 
         /// <summary>
         /// Fires when the <see cref="State"/> changes
@@ -349,7 +358,7 @@
         public void delTower(Tower t)
         {
             // 删除Tower之前去掉充能条数据.
-            if( t.bInAttackMode)
+            if (t.bInAttackMode)
                 t.DisableTowerUICtrl();
 
             // 删除Tower有可能对应的Timer.
@@ -600,7 +609,7 @@
             towerOld.showTower(false);
             towerToMove = towerOld;
 
-            if( towerOld.bInAttackMode)
+            if (towerOld.bInAttackMode)
             {
                 int pro = towerOld.GetTowerUICtrlProgress();
                 uiCtlProgresss = pro;
@@ -856,7 +865,7 @@
                 if (tw != null)
                 {
                     LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId);
-                    
+
                     // 顺便设置界面的进展
                     if (uiCtlProgresss > 0)
                     {
@@ -1278,6 +1287,7 @@
                         //UpgradeSelectedTower();
                         // 新的代码,合并升级为随机塔防类型.
                         randomUpgradeTower();
+
                     }
                 }
                 else
@@ -1310,6 +1320,35 @@
             {
                 PlaceGhost(pointer);
             }
+        }
+
+        /// <summary>
+        /// 播放升级特效
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void PlayUpgradeEffect(Tower newTower)
+        {
+            GameObject effect = TowerUpgradeEffect;
+
+            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>
@@ -1403,7 +1442,7 @@
         /// <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 opponent = false, bool isUpgrade = false)
         {
             if (!isBuilding)
                 throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1431,11 +1470,39 @@
 
             CancelGhostPlacement();
 
+            if (!opponent)
+            {
+                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(TowerAppearEffect);
+            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>
@@ -1700,7 +1767,7 @@
         /// 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 void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0)
+        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, bool isUpgrade = false)
         {
             // 获取IPlaceArea.
             if (m_CurrentArea == null)
@@ -1761,7 +1828,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl);
+                PlaceTower(lvl, false, isUpgrade);
             }
         }
 
@@ -2145,11 +2212,36 @@
                     addTower(createdTower);
                     dragTowerLevel = 0;
                     CancelGhostPlacement();
+                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
                 }
             }
         }
 
         /// <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