From 7d526eef93f8071121dfcfcd4a039b9e51dc3d67 Mon Sep 17 00:00:00 2001 From: wangguan <wangguan@kt007.com> Date: Mon, 07 Dec 2020 18:06:09 +0800 Subject: [PATCH] 修复了新手引导多次点击开宝箱页面BUG 所有塔不论上不上阵均受缩放影响 冰冻效果只显示1次 结算页面动效修改 修改地面 --- Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs | 414 ++++++++++++++++++++++++++++++++++++++++++++++++++++++----- 1 files changed, 378 insertions(+), 36 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs index dcf9edd..6a90795 100644 --- a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs +++ b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs @@ -1,10 +1,10 @@ using System; +using System.Collections.Generic; using Core.Utilities; using KTGMGemClient; using TowerDefense.Level; using TowerDefense.UI.HUD; using UnityEngine; -using UnityEngine.UI; namespace TowerDefense.Towers.Placement { @@ -13,9 +13,9 @@ /// Its origin is centered in the middle of the lower-right cell. It can be oriented in any direction /// </summary> [RequireComponent(typeof(BoxCollider))] - public class TowerPlacementGridEndless : MonoBehaviour, IPlacementArea + public class TowerPlacementGridEndless : Singleton<TowerPlacementGridEndless>, IPlacementArea { - public static float GRID_OPENCASH = 100; + public static float GRID_OPENCASH = 200; /// <summary> /// Prefab used to visualise the grid. @@ -36,7 +36,7 @@ /// <summary> /// 等待购买开启对应按钮. /// </summary> - public Button waitBuyBtnPrefab; + public GameObject waitBuyBtnPrefab; /// <summary> /// 最后一行格子与前一行格子之间的空位长度. @@ -44,6 +44,10 @@ public float gridFreePos; public float gridFreePos2; + + public float gridFreePos3; + + public float gridFreePos4; /// <summary> /// The dimensions of the grid @@ -54,7 +58,7 @@ /// Size of the edge of a cell /// </summary> [Tooltip("The size of the edge of one grid cell for area. Should match the physical grid size of towers")] - public float gridSize = 1; + public float gridSize = 1;//1.109 /// <summary> /// Inverted grid size, to multiply with @@ -77,10 +81,19 @@ /// </summary> private EndlessTowerGridOpen[,] m_arrTGO; + public GameObject[] TowerGridOpenObjArr; + private float[,] m_arrCoinGenTime; + public GameObject GridContainer; + /// <summary> - /// 每一个Tile格子的中心店的世界坐标 + /// 所有格子对应的世界坐标 + /// </summary> + private Vector3[,] GridWorldPosArr; + + /// <summary> + /// 每一个Tile格子的中心店的屏幕坐标 /// </summary> private Vector2[,] arrGridCentPos; @@ -114,6 +127,20 @@ private EnergyUICtl[,] arrTowerEnergyUi; + private FreezeBreath[,] arrTowerFreezeBreathUi; + + private GameObject[,] arrTowerEnergyEffect; + + /// <summary> + /// 水精灵充能满特效 + /// </summary> + private GameObject[,] arrTowerFreezeBreathEffect; + + /// <summary> + /// 充能特效对应的Prefab. + /// </summary> + public GameObject energyEffectPrefab; + /// <summary> /// 此位置上塔对应的子弹充能Prefab.塔放置到当前的塔位后,如果是对应的塔防类型,需要把 /// 相应的界面指针传到塔防的数据结构内。 @@ -124,6 +151,16 @@ /// 充能条对应的界面 /// </summary> public GameObject towerEnergyUIPrefab; + + /// <summary> + /// 水精灵塔技能(冷冻气息)充能条 + /// </summary> + public GameObject FreezeBreathChargePrefab; + + /// <summary> + /// 水精灵塔充能条特效 + /// </summary> + public GameObject FreezeBreathChargeEffect; /// <summary> /// Converts a location in world space into local grid coordinates. @@ -182,6 +219,16 @@ return arrTowerEnergyUi[x, 3 - y]; } + /// <summary> + /// 获取水精灵对应位置的充能条 + /// </summary> + /// <param name="x"></param> + /// <param name="y"></param> + /// <returns></returns> + public FreezeBreath GetFreezeBreath(int x, int y) + { + return arrTowerFreezeBreathUi[x, 3 - y]; + } /// <summary> /// 获取一个可以放置塔防的位置. @@ -268,10 +315,14 @@ public bool isFreeAtackPos(int x, int y) { if (m_AvailableCells[x, y]) + { return false; + } if (m_arrGridType[x, y] == PlacementGridType.EGridOpen) + { return true; + } return false; } @@ -400,6 +451,14 @@ freePos = gridFreePos; else if (gridPosition.y == 2) freePos = gridFreePos2; + else if (gridPosition.y == 1) + { + freePos = gridFreePos3; + } + else if (gridPosition.y == 0) + { + freePos = gridFreePos4; + } // Calculate scaled local position Vector3 localPos = new Vector3(gridPosition.x + (sizeOffset.x * 0.5f), 0, gridPosition.y + (sizeOffset.y * 0.5f) + freePos) * gridSize; @@ -514,8 +573,9 @@ /// <summary> /// Initialize values /// </summary> - protected virtual void Awake() + protected override void Awake() { + base.Awake(); ResizeCollider(); // Initialize empty bool array (defaults are false, which is what we want) @@ -531,14 +591,59 @@ { // 初始化塔位类型. initTileGridType(); + InitGridWorldPos(); // Precalculate inverted grid size, to save a division every time we translate coords m_InvGridSize = 1 / gridSize; - SetUpGrid(); + // 初始化格子对应的屏幕坐标数据 延迟执行 + Invoke("preCalculateGridUIPos", 0.3f); + EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.EndlessCritBulletNumChange, OnCritBulletNumChange); + EventCenter.Ins.Add((int)KTGMGemClient.EventType.OpenAllTowerGrid, OpenAllTowerGrid); + } - // 初始化格子对应的屏幕坐标数据 - preCalculateGridUIPos(); + /// <summary> + /// 初始化所有格子的世界坐标(中心) + /// </summary> + private void InitGridWorldPos() + { + GridWorldPosArr = new Vector3[dimensions.x, dimensions.y]; + + for (int i = 0; i < dimensions.x; ++i) + { + for (int j = 0; j < dimensions.y; ++j) + { + GridWorldPosArr[i, j] = GridToWorld(new IntVector2(i, j), new IntVector2(1, 1)); + } + } + } + + /// <summary> + /// 根据坐标获取格子世界坐标(中心) + /// </summary> + /// <param name="x"></param> + /// <param name="y"></param> + /// <returns></returns> + public Vector3 GetGridWorldPos(int x, int y) + { + if (x < 0 || x >= dimensions.x || y < 0 || y >= dimensions.y) return new Vector3(); + + return GridWorldPosArr[x, y]; + } + + /// <summary> + /// 木属性暴击子弹数量改变 + /// </summary> + /// <param name="count"></param> + private void OnCritBulletNumChange(int count) + { + for (int i = 0; i < dimensions.x; ++i) + { + for (int j = 0; j < AttackRowNumbers; ++j) + { + arrTowerBulletUi[i, j].CritBulletNum = count; + } + } } /// <summary> @@ -550,7 +655,7 @@ { arrGridCentPos = new Vector2[dimensions.x, dimensions.y]; - Vector3 targetPos = GridToWorld(new IntVector2(0, 0), new IntVector2(1, 1)); + Vector3 targetPos = GetGridWorldPos(0, 0); if (!ViewPortAdj.instance.bAdjViewPort) ViewPortAdj.instance.adjViewportRect(); @@ -569,32 +674,43 @@ // 血条位置的设定 PreCalculateTowerBloodUi(); + float[] gapArr = { 0.5f, 1f }; m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y]; + GameObject container = GameObject.Find("BuyButtonContainer"); + TowerPlacementGridEndless.GRID_OPENCASH = 200; + //Debug.Log("修改了数值:" + TowerPlacementGridEndless.GRID_OPENCASH); + //float[] xup = { -0.6f, -0.3f, 0, 0.3f, 0.6f }; for (int x = 0; x < dimensions.x; ++x) { for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y) { if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue; - GameObject container = GameObject.Find("BuyButtonContainer"); - Button buyButton = Instantiate(waitBuyBtnPrefab); - buyButton.transform.SetParent(container.transform); + GameObject buyButton = Instantiate(waitBuyBtnPrefab); + buyButton.transform.SetParent(container.transform, false); Vector3 pos = buyButton.transform.position; - pos.x = arrGridCentPos[x, y].x; - pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f; + //pos.x = arrGridCentPos[x, y].x + (x - 2) * gapArr[3 - y] + xup[x]; + pos.x = arrGridCentPos[x, y].x + (x - 2) * gapArr[3 - y]; + pos.z = arrGridCentPos[x, y].y + 6f; + // if (y == 2) + // { + // pos.z = arrGridCentPos[x, y].y + 9f; + // } + // else if (y == 3) + // { + // pos.z = arrGridCentPos[x, y].y + 7f; + // } pos.y = 30; buyButton.transform.position = pos; - buyButton.transform.localRotation = Quaternion.identity; - buyButton.transform.localScale = Vector3.one; // 设置按钮对应的点击功能 EndlessTowerGridOpen tgo = buyButton.GetComponent<EndlessTowerGridOpen>(); if (tgo) { tgo.SetBuyBtnInfo(x, y, this); - tgo.cashText.SetText(TowerPlacementGrid.GRID_OPENCASH_SELF.ToString()); + tgo.cashText.SetText(TowerPlacementGridEndless.GRID_OPENCASH.ToString()); m_arrTGO[x, y] = tgo; } } @@ -642,6 +758,11 @@ m_arrTowerBulletUIPos = new Vector2[dimensions.x, AttackRowNumbers]; arrTowerBulletUi = new BulletUICtl[dimensions.x, AttackRowNumbers]; arrTowerEnergyUi = new EnergyUICtl[dimensions.x, AttackRowNumbers]; + arrTowerFreezeBreathUi = new FreezeBreath[dimensions.x, AttackRowNumbers]; + arrTowerEnergyEffect = new GameObject[dimensions.x, AttackRowNumbers]; + arrTowerFreezeBreathEffect = new GameObject[dimensions.x, AttackRowNumbers]; + + float[] gapArr = { 0.4f, 0.6f }; for (int x = 0; x < dimensions.x; x++) { @@ -652,6 +773,7 @@ m_arrTowerBulletUIPos[x, y].x = arrGridCentPos[x, dy - y].x; m_arrTowerBulletUIPos[x, y].y = arrGridCentPos[x, dy - y].y; + // 现在PVE基地不需要血条 GameObject img = Instantiate(towerBloodUIPrefab); GameObject container = GameObject.Find("BuyButtonContainer"); img.transform.SetParent(container.transform); @@ -667,15 +789,15 @@ arrTowerBloodUi[x, y] = tbv; tbv.gameObject.SetActive(false); + Vector3 targetPos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1)); + + // 子弹条 img = Instantiate(towerBulletUIPrefab); - img.transform.SetParent(container.transform, true); - tpos = img.transform.position; - tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f; - tpos.z = m_arrTowerBulletUIPos[x, y].y + 1.1f - y * 1.66f; - tpos.y = 30f; - img.transform.position = tpos; - img.transform.localScale = Vector3.one; - img.transform.localRotation = Quaternion.identity; + img.transform.SetParent(transform, false); + img.transform.position = targetPos; + Vector3 pos = img.transform.position; + pos.x -= 1f; + img.transform.position = pos; BulletUICtl buc = img.GetComponent<BulletUICtl>(); arrTowerBulletUi[x, y] = buc; @@ -685,8 +807,8 @@ img = Instantiate(towerEnergyUIPrefab); img.transform.SetParent(container.transform); tpos = img.transform.position; - tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f; - tpos.z = m_arrTowerBulletUIPos[x, y].y + 1.1f - y * 1.66f; + tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.4f + (x - 2) * gapArr[y]; + tpos.z = m_arrTowerBulletUIPos[x, y].y + 5f; tpos.y = 30f; img.transform.position = tpos; img.transform.localScale = Vector3.one; @@ -695,13 +817,38 @@ EnergyUICtl euc = img.GetComponent<EnergyUICtl>(); arrTowerEnergyUi[x, y] = euc; euc.gameObject.SetActive(false); + + // 设置播放特效对应的3D坐标: + Vector3 vpos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1)); + vpos.x -= 1f; + + arrTowerEnergyEffect[x, y] = Instantiate(energyEffectPrefab); + arrTowerEnergyEffect[x, y].transform.position = vpos; + + // 创建水精灵充能条 + img = Instantiate(FreezeBreathChargePrefab); + img.transform.SetParent(container.transform); + tpos = img.transform.position; + tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.4f + (x - 2) * gapArr[y]; + tpos.z = m_arrTowerBulletUIPos[x, y].y + 5f; + tpos.y = 30f; + img.transform.position = tpos; + img.transform.localScale = Vector3.one; + img.transform.localRotation = Quaternion.identity; + + FreezeBreath freezeBreath = img.GetComponent<FreezeBreath>(); + arrTowerFreezeBreathUi[x, y] = freezeBreath; + freezeBreath.gameObject.SetActive(false); + + arrTowerFreezeBreathEffect[x, y] = Instantiate(FreezeBreathChargeEffect); + arrTowerFreezeBreathEffect[x, y].transform.position = vpos; } } } public void updateGridOpenCoin(int ix, int iy) { - GRID_OPENCASH += GRID_OPENCASH; + GRID_OPENCASH = Mathf.Floor(GRID_OPENCASH * 1.25f); for (int x = 0; x < dimensions.x; x++) { @@ -754,6 +901,30 @@ } /// <summary> + /// 免费开启所有塔位 + /// </summary> + public void OpenAllTowerGrid() + { + int sy = dimensions.y - 1; + + for (int tx = 0; tx < dimensions.x; tx++) + { + if (m_arrGridType[tx, sy - 1] == PlacementGridType.EGridWaitBuy) + { + BuyTowerGrid(tx, sy - 1); + Destroy(m_arrTGO[tx, sy - 1].gameObject); + ++GameConfig.EndlessOpenAttackTowerCount; + } + if (m_arrGridType[tx, sy] == PlacementGridType.EGridWaitBuy) + { + BuyTowerGrid(tx, sy); + Destroy(m_arrTGO[tx, sy].gameObject); + ++GameConfig.EndlessOpenAttackTowerCount; + } + } + } + + /// <summary> /// 购买对应的待购攻击塔位. /// </summary> /// <param name="x"></param> @@ -779,12 +950,65 @@ for (int tx = 0; tx < dimensions.x; tx++) { - m_arrGridType[tx, sy] = PlacementGridType.EGridWaitBuy; m_arrGridType[tx, sy - 1] = PlacementGridType.EGridWaitBuy; + m_arrGridType[tx, sy] = PlacementGridType.EGridOpen; } - // 设置塔位默认开启,后面需要根据配置来 - m_arrGridType[2, 3] = PlacementGridType.EGridOpen; ++GameConfig.EndlessOpenAttackTowerCount; + } + + /// <summary> + /// 在指定的位置播放充能成功的特效. + /// </summary> + /// <param name="x"></param> + /// <param name="y"></param> + /// <param name="play">是播放还是停止播放</param> + public void PlayEnergyEffect(int x, int y, bool play = true) + { + int dy = dimensions.y - 1 - y; + + if (!arrTowerEnergyEffect[x, dy]) return; + + ParticleSystem ps = arrTowerEnergyEffect[x, dy].GetComponent<ParticleSystem>(); + + if (ps == null) + ps = arrTowerEnergyEffect[x, dy].transform.GetChild(0).GetComponent<ParticleSystem>(); + + if (play) + { + if (!arrTowerEnergyEffect[x, dy].gameObject.activeSelf) + arrTowerEnergyEffect[x, dy].gameObject.SetActive(true); + ps.Play(); + } + else + { + + ps.Stop(); + arrTowerEnergyEffect[x, dy].gameObject.SetActive(false); + } + } + + public void PlayFreezeBreathEffect(int x, int y, bool play = true) + { + int dy = dimensions.y - 1 - y; + + if (!arrTowerFreezeBreathEffect[x, dy]) return; + + ParticleSystem ps = arrTowerFreezeBreathEffect[x, dy].GetComponent<ParticleSystem>(); + + if (ps == null) + ps = arrTowerFreezeBreathEffect[x, dy].transform.GetChild(0).GetComponent<ParticleSystem>(); + + if (play) + { + if (!arrTowerFreezeBreathEffect[x, dy].gameObject.activeSelf) + arrTowerFreezeBreathEffect[x, dy].gameObject.SetActive(true); + ps.Play(); + } + else + { + ps.Stop(); + arrTowerFreezeBreathEffect[x, dy].gameObject.SetActive(false); + } } /// <summary> @@ -807,7 +1031,8 @@ { PlacementTile tileToUse; #if UNITY_STANDALONE - tileToUse = placementTilePrefab; + //tileToUse = placementTilePrefab; + tileToUse = placementTilePrefabMobile; #else tileToUse = placementTilePrefabMobile; #endif @@ -826,7 +1051,7 @@ { for (int x = 0; x < dimensions.x; x++) { - Vector3 targetPos = GridToWorld(new IntVector2(x, y), new IntVector2(1, 1)); + Vector3 targetPos = GetGridWorldPos(x, y); targetPos.z -= 1.0f; PlacementTile newTile = Instantiate(tileToUse); newTile.transform.parent = tilesParent.transform; @@ -835,9 +1060,123 @@ m_Tiles[x, y] = newTile; newTile.SetTileType(m_arrGridType[x, y]); + newTile.SetRender(false, "");//初始化不显示 } } } + } + + PlacementTile currentCanPlace;//记录当前标记 + + /// <summary> + /// 开始拖拽的时候判断哪些可以放置 + /// </summary> + /// <param name="allTowerP">不符合条件的数组</param> + public void CheckAllCanPlace(List<IntVector2> allTowerP) + { + int iy = dimensions.y - 1;//3 + bool canPlace; + currentCanPlace = null; + for (int ix = 0; ix < dimensions.x; ix++) + { + for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y) + { + if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen) + { + canPlace = true; + if (allTowerP != null) + { + for (int i = 0; i < allTowerP.Count; i++) + { + if (allTowerP[i].x == ix && allTowerP[i].y == y) + { + canPlace = false; + break; + } + } + } + //m_Tiles[ix, y].CheckCanPlace(canPlace); + } + } + } + } + + + /// <summary> + /// 播放升级动画 + /// </summary> + /// <param name="allTowerP"></param> + public void PlayPS(List<IntVector2> allTowerP) + { + // for (int i = 0; i < allTowerP.Count; i++) + // { + // m_Tiles[allTowerP[i].x, allTowerP[i].y].SetParticleSystem(true); + // } + } + /// <summary> + /// /// 停止所有升级动画 + /// </summary> + public void StopPS() + { + // int iy = dimensions.y - 1;//3 + // for (int ix = 0; ix < dimensions.x; ix++) + // { + // for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y) + // { + // if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen) + // { + // m_Tiles[ix, y].SetParticleSystem(false); + // } + // } + // } + } + + /// <summary> + /// 拖动时候实时检查距离哪个格子近 + /// </summary> + /// <param name="x"></param> + /// <param name="y"></param> + public void CheckCanPlaceUpdate(int x, int y, bool isEmpty, string towerName) + { + CloseCanPlace(); + currentCanPlace = m_Tiles[x, y]; + currentCanPlace?.SetRender(true, isEmpty ? towerName : ""); + // if (isEmpty) + // { + // currentCanPlace.SetTowerVirtualshadow(towerName); + // } + } + + /// <summary> + /// 关闭上一个 + /// </summary> + public void CloseCanPlace() + { + if (currentCanPlace != null) + { + currentCanPlace.SetRender(false, ""); + currentCanPlace = null; + } + } + + /// <summary> + /// 关闭所有 + /// </summary> + public void CloseCanPlaceRenderer() + { + int iy = dimensions.y - 1; + for (int ix = 0; ix < dimensions.x; ix++) + { + for (int y = iy; y >= dimensions.y - AttackRowNumbers; --y) + { + if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen) + { + //m_Tiles[ix, y].CheckCanPlace(false); + m_Tiles[ix, y].SetRender(false, ""); + } + } + } + //StopPS(); } #if UNITY_EDITOR @@ -888,7 +1227,10 @@ freePos = gridFreePos; else if (y > 0 && y == dimensions.y - 2) freePos = gridFreePos2; - + else if (y > 0 && y == dimensions.y - 3) + freePos = gridFreePos3; + else if (y == dimensions.y - 4) + freePos = gridFreePos4; for (int x = 0; x < dimensions.x; x++) { var position = new Vector3((x + 0.5f) * gridSize, 0, (y + 0.5f) * gridSize + freePos); -- Gitblit v1.9.1