From 8daf2a93dc9837593ccb66e52d30e093ffb6a4ab Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Tue, 17 Nov 2020 11:23:48 +0800
Subject: [PATCH] 停止升级提示 修改面向相机,增加一个偏移

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs                       |    2 
 Assets/Materials/UI/tileTowerVSMat.mat                                    |    2 
 Assets/Scripts/TowerDefense/UI/LookAtSceneCamera.cs                       |   15 ++++++-
 Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs |   32 ++++++++--------
 Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs                       |   28 +++++++-------
 Assets/Prefabs/UI/PlacementTileMobile.prefab                              |   12 ++---
 6 files changed, 50 insertions(+), 41 deletions(-)

diff --git a/Assets/Materials/UI/tileTowerVSMat.mat b/Assets/Materials/UI/tileTowerVSMat.mat
index 29c24ee..48d981d 100644
--- a/Assets/Materials/UI/tileTowerVSMat.mat
+++ b/Assets/Materials/UI/tileTowerVSMat.mat
@@ -40,7 +40,7 @@
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MainTex:
-        m_Texture: {fileID: 2800000, guid: 93f40a01d57fbff418fc0b54b6ab7d9f, type: 3}
+        m_Texture: {fileID: 2800000, guid: 8c9a3d26120e78f40aa4ef9ed23d573c, type: 3}
         m_Scale: {x: 1, y: 1}
         m_Offset: {x: 0, y: 0}
     - _MetallicGlossMap:
diff --git a/Assets/Prefabs/UI/PlacementTileMobile.prefab b/Assets/Prefabs/UI/PlacementTileMobile.prefab
index 501069f..7a0a6c4 100644
--- a/Assets/Prefabs/UI/PlacementTileMobile.prefab
+++ b/Assets/Prefabs/UI/PlacementTileMobile.prefab
@@ -56,7 +56,6 @@
   canPlaceRenderer: {fileID: 5722111975221064870}
   canPlaceMat: {fileID: 2100000, guid: 434316934db1c90498f004f124d7c733, type: 2}
   selectMat: {fileID: 2100000, guid: 3b7aa7626a2d4674ca2aa32958f14ca9, type: 2}
-  myPS: {fileID: 7663500723916369405}
   towerVSRenderer: {fileID: 2078962303223178405}
   towerVSMat: {fileID: 2100000, guid: c40b753d26a2b4a4facef99e60c526d2, type: 2}
   fire: {fileID: 2800000, guid: 8c9a3d26120e78f40aa4ef9ed23d573c, type: 3}
@@ -381,6 +380,11 @@
       propertyPath: m_Name
       value: Effect_UI_BaoShiShengJi_TiShi
       objectReference: {fileID: 0}
+    - target: {fileID: 3190397260455246885, guid: 4fcc58d4d215bdf43807fe35b9e8f9ad,
+        type: 3}
+      propertyPath: m_IsActive
+      value: 0
+      objectReference: {fileID: 0}
     - target: {fileID: 3190397261047448469, guid: 4fcc58d4d215bdf43807fe35b9e8f9ad,
         type: 3}
       propertyPath: playOnAwake
@@ -396,12 +400,6 @@
 --- !u!4 &7663500724507464268 stripped
 Transform:
   m_CorrespondingSourceObject: {fileID: 3190397260455246884, guid: 4fcc58d4d215bdf43807fe35b9e8f9ad,
-    type: 3}
-  m_PrefabInstance: {fileID: 5052097780309765736}
-  m_PrefabAsset: {fileID: 0}
---- !u!198 &7663500723916369405 stripped
-ParticleSystem:
-  m_CorrespondingSourceObject: {fileID: 3190397261047448469, guid: 4fcc58d4d215bdf43807fe35b9e8f9ad,
     type: 3}
   m_PrefabInstance: {fileID: 5052097780309765736}
   m_PrefabAsset: {fileID: 0}
diff --git a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
index 19b15ac..0e51403 100644
--- a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1033,27 +1033,27 @@
         /// <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);
-            }
+            // 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);
-                    }
-                }
-            }
+            // 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>
@@ -1100,7 +1100,7 @@
                     }
                 }
             }
-            StopPS();
+            //StopPS();
         }
 
 #if UNITY_EDITOR
diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 19430d9..06f54ea 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -894,7 +894,7 @@
                     if (m_CurrentArea != null)
                     {
                         (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
-                        (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
+                        //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                     }
 
 
diff --git a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
index 63f5b9b..e98d12c 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
@@ -63,7 +63,7 @@
         /// </summary>
         public Material selectMat;
 
-        public ParticleSystem myPS;//可以升级的特效
+        //public ParticleSystem myPS;//可以升级的特效
 
 
         /// <summary>
@@ -88,21 +88,21 @@
             }
         }
 
-        public void SetParticleSystem(bool isOn)
-        {
-            if (isOn)
-            {
-                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
-                myPS.Play();
+        // public void SetParticleSystem(bool isOn)
+        // {
+        //     if (isOn)
+        //     {
+        //         if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+        //         myPS.Play();
 
-            }
-            else
-            {
-                myPS.Stop();
-                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+        //     }
+        //     else
+        //     {
+        //         myPS.Stop();
+        //         if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
 
-            }
-        }
+        //     }
+        // }
 
         /// <summary>
         /// 设置是否可以放置
diff --git a/Assets/Scripts/TowerDefense/UI/LookAtSceneCamera.cs b/Assets/Scripts/TowerDefense/UI/LookAtSceneCamera.cs
index 9766dc9..e79ced0 100644
--- a/Assets/Scripts/TowerDefense/UI/LookAtSceneCamera.cs
+++ b/Assets/Scripts/TowerDefense/UI/LookAtSceneCamera.cs
@@ -17,6 +17,18 @@
         private void Start()
         {
             sceneCamera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
+
+            Invoke("LookAtCamera",0.2f);
+        }
+
+        private Vector3 offect = new Vector3(0, 0.07f, 0.04f);
+
+        private void LookAtCamera()
+        {
+            transform.LookAt(transform.position + sceneCamera.transform.rotation * Vector3.forward,
+                sceneCamera.transform.rotation * Vector3.up);
+
+            transform.localPosition = offect;
         }
 
         // Update is called once per frame
@@ -29,8 +41,7 @@
         void LateUpdate()
         {
             // transform.LookAt(sceneCamera.transform);
-            transform.LookAt(transform.position + sceneCamera.transform.rotation * Vector3.forward,
-                sceneCamera.transform.rotation * Vector3.up);
+
         }
     }
 }
\ No newline at end of file

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