From 93f67abd5fe45178f48ce7db675bbfe007bfc9e7 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Wed, 18 Nov 2020 19:25:29 +0800 Subject: [PATCH] 按钮恢复成原来资源 打包 --- Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | 114 ++++++++++++++++++++++++++++++++++++++++++++++----------- 1 files changed, 92 insertions(+), 22 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index 51f2ee1..65f6203 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -109,6 +109,8 @@ /// </summary> public Button randomTowerBtn; + public Button SkillTowerBtn; + /// <summary> /// 飘血数字对应的prefab. /// </summary> @@ -128,6 +130,8 @@ /// 购买塔防按钮上的Text. /// </summary> protected TextMeshProUGUI towerPriceText; + + protected TextMeshProUGUI towerPriceText1; protected bool tdBuyDisable = false; @@ -255,6 +259,10 @@ /// </summary> public GameObject TowerAppearEffectPrefab; + public GameObject TowerUpgradeEffectPrefabGuide;//新手导航特效Layer是UI + public GameObject TowerAppearEffectPrefabGuide;//新手导航特效Layer是UI + + //首次购买宝石特效 public GameObject fireAppearEffect1; public GameObject fireAppearEffect2; @@ -264,7 +272,7 @@ public GameObject woodAppearEffect1; public GameObject woodAppearEffect2; /// <summary> - /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔 + /// 保存所有生成或合成的塔的最小等级 /// </summary> /// <value></value> public int MinLevel; @@ -731,13 +739,13 @@ /// <param name="tower"></param> protected void growUpTower(Tower tower) { - Tower newTower = EndlessRandomTower.instance.GetRandomTower(false); + Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); // 所有的Tower不能升级成为FeatureTower. int maxLoop = 20; while (newTower.towerFeature != EFeatureTower.NULL) { - newTower = EndlessRandomTower.instance.GetRandomTower(false); + newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); maxLoop--; if (maxLoop <= 0) { @@ -874,26 +882,39 @@ { if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) { - List<IntVector2> allTowerP = new List<IntVector2>(); - List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 + List<IntVector2> allTowerP = null;//排除不能合成的 + // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 - for (int i = 0; i < m_listTower.Count; i++) + if (towerToMove) { - if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) + if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1) { - if (towerToMove.gridPosition != m_listTower[i].gridPosition) - //说明可以合成 - allPSTowerP.Add(m_listTower[i].gridPosition); + allTowerP = new List<IntVector2>(); + for (int i = 0; i < m_listTower.Count; i++) + { + if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) + { + // if (towerToMove.gridPosition != m_listTower[i].gridPosition) + // //说明可以合成 + // allPSTowerP.Add(m_listTower[i].gridPosition); + } + else + { + //把不符合条件的传进去 + allTowerP.Add(m_listTower[i].gridPosition); + } + } } - else - { - //把不符合条件的传进去 - allTowerP.Add(m_listTower[i].gridPosition); - } + } - (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); - (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); + if (m_CurrentArea != null) + { + //修改为只要开启格子都可以放 + (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); + //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); + } + } else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) { @@ -1021,10 +1042,19 @@ // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。 if (isValidateCombineTarget(pointerInfo)) + { TryPlaceTower(pointerInfo); + EndlessRandomTower.instance.UpdateDescDisplay(); + } else if (isFreeAttackGrid(pointerInfo) && !bSkill) { - if (!TryPlaceTower(pointerInfo, false, true)) return; + if (!TryPlaceTower(pointerInfo, false, true)) + { + CancelPlaceTower(pointerInfo); + + Debug.Log("这里需要返回原位"); + return; + } // 删除towerToMove,确保塔防数据不再出现多个 if (towerToMove != null) @@ -1688,6 +1718,25 @@ Destroy(obj, ps.main.duration); } + public void PlayAppearEffectGuide(Vector3 worldPos) + { + GameObject obj = Instantiate(TowerAppearEffectPrefabGuide); + obj.transform.position = worldPos; + + 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> /// 播放宝石出现特效 /// </summary> @@ -1708,17 +1757,17 @@ Destroy(obj, ps.main.duration); } + /// <summary> /// 播放升级特效 /// </summary> /// <param name="worldPos"></param> public void GuidePlayUpgradeEffect(Vector3 position) { - GameObject effect = TowerUpgradeEffectPrefab; - // 在sTower的位置播放升级特效 - GameObject obj = Instantiate(effect); + GameObject obj = Instantiate(TowerUpgradeEffectPrefabGuide); obj.transform.position = position; + Vector3 pos = obj.transform.position; pos.y += 5f; obj.transform.position = pos; @@ -1726,6 +1775,7 @@ if (ps == null) ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); + ps.Play(); Destroy(obj, ps.main.duration); } @@ -1760,12 +1810,16 @@ if (!towerPriceText) { towerPriceText = randomTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>(); + towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>(); if (towerPriceText) towerPriceText.text = tpMgr.currentTowerPrice.ToString(); + if (towerPriceText1) + towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); } else { towerPriceText.text = tpMgr.currentTowerPrice.ToString(); + towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); } // 无法支付新的塔防价格,按钮变灰. @@ -1785,6 +1839,7 @@ if (towerPriceText) { towerPriceText.color = new Color(0.5f, 0.5f, 0.5f); + towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f); } tdBuyDisable = true; } @@ -1800,7 +1855,10 @@ return; if (towerPriceText) + { towerPriceText.color = new Color(1.0f, 1.0f, 1.0f); + towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f); + } if (randomTowerBtn) { @@ -1818,6 +1876,8 @@ /// <param name="val"></param> public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false) { + if (Mathf.FloorToInt(val) == 0) return; + Vector3 spos = m_Camera.WorldToScreenPoint(wpos); TextMoveDoTween tm; if (crit) @@ -1943,6 +2003,7 @@ bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); if (!successfulPurchase) return false; + EndlessRandomTower.instance.UpdateDescDisplay(); SetUpGhostTower(tow); //Debug.Log("设置影子塔防."); m_CurrentTower.Show(); @@ -2093,11 +2154,12 @@ { base.Awake(); - randomTowerBtn = transform.Find("BottomCanvas/TowerBuyBtn").GetComponent<Button>(); + randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>(); DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10); state = State.Normal; m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>(); + //m_Camera = GetComponent<Camera>(); TowerDestroyArr = new bool[5, AttackRowNumbers]; } @@ -2254,6 +2316,14 @@ } //selEff.SetWaveLineSel(true); } + else + { + if (currentEffect != null) + { + currentEffect.SetParticleSystem(false); + currentEffect = null; + } + } } // 炸弹是区域攻击显示: else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) -- Gitblit v1.9.1