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/HUD/GameUI.cs |   66 +++++++++++++++++++++++----------
 1 files changed, 46 insertions(+), 20 deletions(-)

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);
         }

--
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