From 90b098fe0b1219a4a2c23aef55a3e8366fd1fcdf Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Wed, 18 Nov 2020 12:29:52 +0800 Subject: [PATCH] 新增buff验证测试 --- Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs | 325 ++++++++++++++++++++++++++++++++++++++++++++++++++--- 1 files changed, 304 insertions(+), 21 deletions(-) diff --git a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs index c2fed45..6ca6cb3 100644 --- a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs +++ b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs @@ -1,4 +1,5 @@ using System; +using System.Collections.Generic; using Core.Utilities; using KTGMGemClient; using TowerDefense.Level; @@ -36,7 +37,7 @@ /// <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 +45,10 @@ public float gridFreePos; public float gridFreePos2; + + public float gridFreePos3; + + public float gridFreePos4; /// <summary> /// The dimensions of the grid @@ -76,6 +81,8 @@ /// 等待开启塔位的按钮 /// </summary> private EndlessTowerGridOpen[,] m_arrTGO; + + public GameObject[] TowerGridOpenObjArr; private float[,] m_arrCoinGenTime; @@ -114,6 +121,20 @@ 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 +145,16 @@ /// 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 +213,16 @@ 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. @@ -268,13 +309,19 @@ 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; } + + /// <summary> /// 是否是等待购买的攻击塔位. @@ -400,6 +447,14 @@ 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; @@ -534,11 +589,25 @@ // 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); + } - // 初始化格子对应的屏幕坐标数据 - preCalculateGridUIPos(); + /// <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> @@ -569,21 +638,34 @@ // 血条位置的设定 PreCalculateTowerBloodUi(); + float[] gapArr = { 0.2f, 0.7f }; m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y]; + GameObject container = GameObject.Find("BuyButtonContainer"); + TowerPlacementGridEndless.GRID_OPENCASH = 100; + //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); + GameObject buyButton = Instantiate(waitBuyBtnPrefab); buyButton.transform.SetParent(container.transform); 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; @@ -642,6 +724,11 @@ 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 +739,7 @@ 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 +755,15 @@ 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 +773,8 @@ 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 +783,38 @@ 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 * 1.2f); for (int x = 0; x < dimensions.x; x++) { @@ -784,6 +897,62 @@ } // 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> @@ -806,7 +975,8 @@ { PlacementTile tileToUse; #if UNITY_STANDALONE - tileToUse = placementTilePrefab; + //tileToUse = placementTilePrefab; + tileToUse = placementTilePrefabMobile; #else tileToUse = placementTilePrefabMobile; #endif @@ -834,9 +1004,119 @@ m_Tiles[x, y] = newTile; newTile.SetTileType(m_arrGridType[x, y]); + newTile.CheckCanPlace(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; + 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.SetSelect(true); + if (isEmpty) + { + currentCanPlace.SetTowerVirtualshadow(towerName); + } + } + + /// <summary> + /// 关闭上一个 + /// </summary> + public void CloseCanPlace() + { + if (currentCanPlace != null) + { + currentCanPlace.SetSelect(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); + } + } + } + //StopPS(); } #if UNITY_EDITOR @@ -887,7 +1167,10 @@ 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