From 8afc9ce1c752c24decad77e0989b367b8f2c4179 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Thu, 29 Oct 2020 14:34:52 +0800
Subject: [PATCH] Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle

---
 Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs         |   11 ++
 Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs     |   30 ++-----
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs         |   52 +++++++++----
 Assets/Scripts/Common/GameConfig.cs                         |    5 -
 Assets/Scripts/TowerDefense/UI/EndlessSettlementPropList.cs |   34 +++++--
 Assets/Scripts/TowerDefense/UI/HUD/RandomTower.cs           |    2 
 Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs                |   66 +++++++++++-----
 Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs         |    3 
 Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs            |    2 
 Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs         |    2 
 Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs    |    2 
 Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs    |    2 
 12 files changed, 129 insertions(+), 82 deletions(-)

diff --git a/Assets/Scripts/Common/GameConfig.cs b/Assets/Scripts/Common/GameConfig.cs
index e469c66..ecce532 100644
--- a/Assets/Scripts/Common/GameConfig.cs
+++ b/Assets/Scripts/Common/GameConfig.cs
@@ -46,11 +46,6 @@
         public static bool IsNewbie = true;
 
         /// <summary>
-        /// 所有新手的引导步骤是否全部完成
-        /// </summary>
-        public static bool IsNewbieGuideCompleted = false;
-
-        /// <summary>
         /// 无尽模式每一轮游戏中成功使用技能宝石的次数
         /// </summary>
         public static int EndlessPortUseSkillTowerCount;
diff --git a/Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs
index cff5332..4fbb897 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessDropManager.cs
@@ -45,7 +45,7 @@
         /// <summary>
         /// 掉落半径
         /// </summary>
-        public float DropRadius { get; set; } = 50f;
+        public float DropRadius { get; set; } = 5f;
 
         public Canvas canvas;
 
@@ -144,29 +144,19 @@
             Transform mainUITransform = mainUI.GetComponent<Transform>();
             obj.GetComponent<Transform>().SetParent(mainUITransform, true);
 
-            // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos);
-            // Vector2 targetPos;
-            // RectTransformUtility.ScreenPointToLocalPointInRectangle(canvas.transform as RectTransform, screenPos, canvas.worldCamera, out targetPos);
-            // RectTransform rectTransform =  obj.GetComponent<RectTransform>();
-            // rectTransform.anchoredPosition = pos;
-            // obj.transform.localRotation = Quaternion.identity;
-
-            // Vector3 screenPos = Camera.main.WorldToScreenPoint(worldPos);
-            // screenPos.z = 0;
-            
             obj.transform.position = worldPos;
             obj.transform.localRotation = Quaternion.identity;
             obj.transform.localScale = Vector3.one;
 
-            // if (isRandom)
-            // {
-            //     Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius;
-            //     Vector3 pos1 = p.normalized * p.magnitude;
-            //     Vector3 objPos = obj.transform.position;
-            //     objPos.x += pos1.x;
-            //     objPos.y += pos1.y;
-            //     obj.transform.position = objPos;
-            // }
+            if (isRandom)
+            {
+                Vector2 p = UnityEngine.Random.insideUnitCircle * DropRadius;
+                Vector3 pos1 = p.normalized * p.magnitude;
+                Vector3 objPos = obj.transform.position;
+                objPos.x += pos1.x;
+                objPos.z += pos1.y;
+                obj.transform.position = objPos;
+            }
 
             dropReward.PlayParticle();
             DropObjDic.Add(drop.Id, obj);
diff --git a/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
index cff3ab6..b0b994f 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessLevelManager.cs
@@ -314,7 +314,7 @@
             if (EndlessLeveltate == LevelState.SpawningEnemies && IsAllWaveCompleted && NumberOfEnemies == 0)
             {
                 // 新手的话,第一关完了暂停
-                if (!GameConfig.IsNewbie || GameConfig.IsNewbieGuideCompleted)
+                if (!GameConfig.IsNewbie)
                 {
                     if (!UpdateLevel())
                         ChangeLevelState(LevelState.AllEnemiesSpawned);
diff --git a/Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs b/Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs
index 50cadb4..a657698 100644
--- a/Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs
+++ b/Assets/Scripts/TowerDefense/UI/EndlessBuffSelect.cs
@@ -43,7 +43,12 @@
             SelectBtn.onClick.AddListener(OnClickSelectBtn);
         }
 
-        private void OnEnable()
+        private void OnDisable()
+        {
+            Reset();
+        }
+
+        private void Reset()
         {
             isCompleted = false;
             SelectedIndex = -1;
@@ -74,10 +79,12 @@
         {
             if (SelectedIndex == -1) return;
 
+            int index = SelectedIndex;
+
             HideBuffUI();
 
             if (BuffSelectCompleted != null)
-                BuffSelectCompleted(SelectedIndex);
+                BuffSelectCompleted(index);
         }
 
         public void ShowBuffUI()
diff --git a/Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs b/Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs
index a6a93e4..9766aed 100644
--- a/Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs
+++ b/Assets/Scripts/TowerDefense/UI/EndlessDropReward.cs
@@ -84,7 +84,7 @@
             if (DropData.Reward.id == 0)
                 resId = $"{path}{(int)DropData.Reward.type}";
             else
-                resId = $"{path}{(int)DropData.Reward.type}_${DropData.Reward.id}";
+                resId = $"{path}{(int)DropData.Reward.type}_{DropData.Reward.id}";
             Icon.sprite = Resources.Load<Sprite>(resId);
             Icon.SetNativeSize();
         }
diff --git a/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs b/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs
index eee7a10..f1f562a 100644
--- a/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs
+++ b/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs
@@ -53,9 +53,6 @@
         /// </summary>
         public void ReturnToMainMenu()
         {
-            if (GameConfig.IsNewbieGuideCompleted)
-                GameConfig.IsNewbie = false;
-
             // 清空所有Tween数据:
             DOTween.Clear();
             EndlessUIStart.bFirstLoaded = false;
diff --git a/Assets/Scripts/TowerDefense/UI/EndlessSettlementPropList.cs b/Assets/Scripts/TowerDefense/UI/EndlessSettlementPropList.cs
index e7e7729..e32c86b 100644
--- a/Assets/Scripts/TowerDefense/UI/EndlessSettlementPropList.cs
+++ b/Assets/Scripts/TowerDefense/UI/EndlessSettlementPropList.cs
@@ -3,6 +3,7 @@
 using UnityEngine;
 using TowerDefense.Level;
 using UnityEngine.UI;
+using Protobuf;
 
 /**
  * 无尽模式结算界面列表脚本
@@ -30,20 +31,31 @@
 
             for (int i = 0; i < list.Count; ++i)
             {
-                for (int j = 0; j < list[i].Reward.count; ++j)
+                if (list[i].Reward.type == CURRENCY.Gold)
                 {
-                    GameObject item = Instantiate(ItemPrefab);
-                    EndlessPropIcon propIcon = item.GetComponent<EndlessPropIcon>();
-                    string resId = list[i].Reward.id == 0 ? resId = $"{(int)list[i].Reward.type}" : $"{list[i].Reward.type}_{list[i].Reward.id}";
-
-                    Sprite iconSp = Resources.Load<Sprite>($"{iconPath}{resId}");
-                    Sprite bgSp = Resources.Load<Sprite>($"{bgPath}{resId}");
-
-                    propIcon.SetIcon(iconSp);
-                    propIcon.SetBg(bgSp);
-                    item.transform.SetParent(Grid.transform, false);
+                    AddItem($"{(int)list[i].Reward.type}");
+                }
+                else
+                {
+                    for (int j = 0; j < list[i].Reward.count; ++j)
+                    {
+                        AddItem($"{(int)list[i].Reward.type}_{list[i].Reward.id}");
+                    }
                 }
             }
         }
+
+        private void AddItem(string resId)
+        {
+            GameObject item = Instantiate(ItemPrefab);
+            EndlessPropIcon propIcon = item.GetComponent<EndlessPropIcon>();
+
+            Sprite iconSp = Resources.Load<Sprite>($"{iconPath}{resId}");
+            Sprite bgSp = Resources.Load<Sprite>($"{bgPath}{resId}");
+
+            propIcon.SetIcon(iconSp);
+            propIcon.SetBg(bgSp);
+            item.transform.SetParent(Grid.transform, false);
+        }
     }
 }
\ No newline at end of file
diff --git a/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs b/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
index 66f1c8f..59b28ed 100644
--- a/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
+++ b/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -200,7 +200,7 @@
     private void NewbieGuideEnd()
     {
         EndlessLevelManager.instance.RestartWave();
-        GameConfig.IsNewbieGuideCompleted = true;
+        GameConfig.IsNewbie = false;
     }
 
     /// <summary>
diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 0a94bfc..39f916e 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1198,18 +1198,6 @@
                         SetState(State.Normal);
                         // 新的代码,合并升级为随机塔防类型.
                         randomUpgradeTower();
-                        // 在sTower的位置播放升级特效
-                        GameObject obj = Instantiate(TowerUpgradeEffectPrefab);
-                        obj.transform.position = sTower.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);
                     }
                 }
                 else
@@ -1242,6 +1230,35 @@
             {
                 PlaceGhost(pointer);
             }
+        }
+
+        /// <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>
@@ -1309,7 +1326,7 @@
         /// <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");
@@ -1330,7 +1347,10 @@
             // River: 内部缓存数据,用于后期容易找到数据.
             addTower(createdTower);
             CancelGhostPlacement();
-            PlayAppearEffect(createdTower.transform.position);
+            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)
@@ -1520,7 +1540,7 @@
         /// 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)
@@ -1584,7 +1604,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl);
+                PlaceTower(lvl, isUpgrade);
             }
 
             return true;
diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
index 428c776..a666cf0 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
@@ -346,6 +346,6 @@
             targetTower = getTowerByName(tname);
 
         // River: 随机找一个空白位置放置塔防。
-        EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl);
+        EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl, -1, true);
     }
 }
diff --git a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
index 5283f15..dbc42c5 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -358,7 +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.
@@ -609,7 +609,7 @@
             towerOld.showTower(false);
             towerToMove = towerOld;
 
-            if( towerOld.bInAttackMode)
+            if (towerOld.bInAttackMode)
             {
                 int pro = towerOld.GetTowerUICtrlProgress();
                 uiCtlProgresss = pro;
@@ -865,7 +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)
                     {
@@ -1287,18 +1287,7 @@
                         //UpgradeSelectedTower();
                         // 新的代码,合并升级为随机塔防类型.
                         randomUpgradeTower();
-                        // 在sTower的位置播放升级特效
-                        GameObject obj = Instantiate(TowerUpgradeEffect);
-                        obj.transform.position = sTower.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);
                     }
                 }
                 else
@@ -1331,6 +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>
@@ -1424,7 +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");
@@ -1452,6 +1470,14 @@
 
             CancelGhostPlacement();
 
+            if (!opponent)
+            {
+                if (!isUpgrade)
+                    PlayAppearEffect(createdTower.transform.position);
+                else
+                    PlayUpgradeEffect(createdTower);
+            }
+
             PlayAppearEffect(createdTower.transform.position);
 
             // 处理成长骰子,复制骰子等等功能.
@@ -1473,10 +1499,10 @@
             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);
         }
@@ -1743,7 +1769,7 @@
         /// 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)
@@ -1804,7 +1830,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl);
+                PlaceTower(lvl, false, isUpgrade);
             }
         }
 
@@ -2212,7 +2238,7 @@
 
             if (ps == null)
                 ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
-            
+
             ps.Play();
             Destroy(obj, ps.main.duration);
         }
diff --git a/Assets/Scripts/TowerDefense/UI/HUD/RandomTower.cs b/Assets/Scripts/TowerDefense/UI/HUD/RandomTower.cs
index e8673bc..30f9cc2 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/RandomTower.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/RandomTower.cs
@@ -507,7 +507,7 @@
         }
 
         // River: 随机找一个空白位置放置塔防。
-        GameUI.instance.RandomPlaceTower(targetTower, x, y, lvl);
+        GameUI.instance.RandomPlaceTower(targetTower, x, y, lvl, true);
         return;
     }
 }

--
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