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 | 510 ++++++++++++++++++++++++++++++++++++++++++++++++++++---- 1 files changed, 470 insertions(+), 40 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index 3dfb8d9..65f6203 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -1,4 +1,5 @@ -using Core.Health; +using System.Globalization; +using Core.Health; using Core.Input; using Core.Utilities; using DG.Tweening; @@ -108,6 +109,8 @@ /// </summary> public Button randomTowerBtn; + public Button SkillTowerBtn; + /// <summary> /// 飘血数字对应的prefab. /// </summary> @@ -127,6 +130,8 @@ /// 购买塔防按钮上的Text. /// </summary> protected TextMeshProUGUI towerPriceText; + + protected TextMeshProUGUI towerPriceText1; protected bool tdBuyDisable = false; @@ -177,6 +182,14 @@ /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state. /// </summary> TowerPlacementGhost m_CurrentTower; + + public bool HasTower + { + get + { + return m_CurrentTower != null; + } + } // TowerList用于简单记录相关的数据 protected List<Tower> m_listTower = new List<Tower>(); @@ -246,6 +259,24 @@ /// </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; + + public GameObject waterAppearEffect1; + public GameObject waterAppearEffect2; + public GameObject woodAppearEffect1; + public GameObject woodAppearEffect2; + /// <summary> + /// 保存所有生成或合成的塔的最小等级 + /// </summary> + /// <value></value> + public int MinLevel; + public IPlacementArea selfTowerPlaceArea { get @@ -260,6 +291,19 @@ } } + private void UpdateMinLevelArr() + { + int min = -1; + + for (int i = 0; i < m_listTower.Count; ++i) + { + if (min == -1 || m_listTower[i].currentLevel < min) + min = m_listTower[i].currentLevel; + } + + MinLevel = Mathf.Max(min, 0); + } + /// <summary> /// 增加一个防塔的数据结构,测试数据 /// </summary> @@ -267,6 +311,7 @@ public void addTower(Tower t) { m_listTower.Add(t); + UpdateMinLevelArr(); // 当前所在的位置是否攻击位置,随手瞎写:2 或者 3也就是前两排是上阵的 if (t.gridPosition.y >= 2) @@ -580,12 +625,16 @@ UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); if (sTower != null) + { return false; + } if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) { if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) + { return true; + } } return false; @@ -642,6 +691,29 @@ } /// <summary> + /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生 + /// </summary> + /// <param name="pinfo"></param> + /// <returns></returns> + protected bool IsSubstitute(PointerInfo pinfo) + { + if (!m_CurrentTower || !IsGhostAtValidPosition()) + { + // 判断格子上的塔防: + UIPointer pointer = WrapPointer(pinfo); + Tower sTower = PickTowerInGrid(pointer); + + if (sTower && sTower != towerToMove) + { + if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode == towerToMove.bInAttackMode) + return true; + } + } + + return false; + } + + /// <summary> /// 获取目标格子上的塔防的名字数据 /// </summary> /// <param name="pinfo"></param> @@ -667,13 +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) { @@ -694,6 +766,7 @@ /// <param name="opponent"></param> public void DestroyTowerGrid(int xidx) { + // 这里的逻辑已经不走了 for (int i = 0; i < AttackRowNumbers; ++i) { if (TowerDestroyArr[xidx, i]) continue; @@ -753,11 +826,40 @@ } } - // 红心减少逻辑 - // HealthHeartState.instance.killHeart(false); GameOver(); overTimer = new Timer(1.2f, SafelyCallGameOverEvent); } + } + + /// <summary> + /// 爱心数量为0,游戏结束 + /// </summary> + private void AllHeartLose() + { + // 清理技能 + EndlessBossSkillManager.instance.ClearSkillList(); + EndlessBossHPManager.instance.SwitchHP(true); + EndlessBossHPManager.instance.SetCurrentHP(0); + + // 停止所有兵线的出兵 + for (int i = 0; i < TotalWaveLines; ++i) + { + EndlessLevelManager.instance.StopWaveLine(i); + } + + // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁 + WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList(); + + for (int i = 0; i < waveLineAgentIns.Length; ++i) + { + while (waveLineAgentIns[i].listAgent.Count > 0) + { + waveLineAgentIns[i].listAgent[0].PlayDeath(); + } + } + + GameOver(); + overTimer = new Timer(1.2f, SafelyCallGameOverEvent); } private void SafelyCallGameOverEvent() @@ -766,6 +868,153 @@ GameOverEvent(); overTimer = null; } + + #region 拖动时候给塔位一个标识 + + public MeshRenderer temporaryMat;//移动时候的虚像材质 + + /// <summary> + /// 查找可以合成的塔 + /// </summary> + public void CheckAllCanPlace() + { + if (m_CurrentTower != null) + { + if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + 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 + + if (towerToMove) + { + if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1) + { + 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); + } + } + } + + } + + 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) + { + //Debug.Log("需要激活兵线下方绿色标识"); + EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, true); + } + } + } + + /// <summary> + /// 关闭所有标识 + /// </summary> + public void CloseCanPlaceRenderer() + { + if (m_CurrentTower && m_CurrentTower.controller && m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) + { + EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessStartDragSkill, false); + } + + if (m_CurrentArea != null) + (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer(); + else + { + GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower"); + if (placeObj != null) + (placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless).CloseCanPlaceRenderer(); + } + } + + /// <summary> + /// 检查符合条件的塔 + /// </summary> + /// <param name="pointerInfo"></param> + public void CheckTowerPlace(PointerInfo pointerInfo) + { + //return; + if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless) + { + //下面是为了设置一个虚拟的塔 + if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + //Debug.Log("得到了一个空的塔位"); + + (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, ""); + //if(temporaryMat) + } + else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) + { + if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) + { + (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName); + } + else + { + (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); + } + } + else + { + (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); + } + } + else + { + //Debug.Log("什么情况"); + if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + dragTowerPlacement.CloseCanPlace(); + } + } + } + + TowerPlacementGridEndless dragTowerPlacement; + + /// <summary> + /// 目标位置是否是可攻击属性的空塔位 + /// </summary> + /// <param name="pinfo"></param> + /// <returns></returns> + protected bool isFreeAttackGridOnDrag(PointerInfo pinfo) + { + // 判断格子上的塔防: + UIPointer pointer = WrapPointer(pinfo); + Tower sTower = PickTowerInGrid(pointer); + if (sTower != null) + { + if (sTower.bInAttackMode && towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) + { + //说明可以合成 + return true; + } + else + { + return false; + } + } + return false; + } + + #endregion /// <summary> /// 拖动一个Tower之后,松开鼠标或者EndDrag. @@ -776,6 +1025,12 @@ public void onEndTowerDrag(PointerInfo pointerInfo) { bool bSkill = false; + if (temporaryMat != null) + { + //移动虚像隐藏 + temporaryMat.material = null; + } + if (!m_CurrentTower || !m_CurrentTower.controller) { CancelPlaceTower(pointerInfo); @@ -787,10 +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) @@ -799,6 +1063,40 @@ towerToMove.showTower(true); towerToMove.Sell(); towerToMove = null; + } + } + else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo)) + { + // 可以发生置换 + UIPointer pointer = WrapPointer(pointerInfo); + // 格子上的塔 + Tower sTower = PickTowerInGrid(pointer); + + if (sTower.bInAttackMode == towerToMove.bInAttackMode) + { + IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y); + IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y); + + Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false); + Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false); + + if (towerToMove != null) + { + delTower(towerToMove); + towerToMove.showTower(true); + towerToMove.Sell(); + towerToMove = null; + } + + delTower(sTower); + sTower.showTower(true); + sTower.Sell(); + sTower = null; + + CancelGhostPlacement(); + + newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions); + newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions); } } // 当前是Skill塔位的状态. @@ -831,17 +1129,23 @@ /// <param name="newTower"></param> /// <param name="pos"></param> /// <param name="level">塔的等级</param> - public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level) + public Tower PlaceTowerForce(Tower newTower, IntVector2 pos, int level, bool playEffect = true) { TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab); currentTower.Initialize(newTower); Tower controller = currentTower.controller; Tower createdTower = Instantiate(controller); + createdTower.PlayWaveLineFlash = playEffect; createdTower.Initialize(m_CurrentArea, pos); createdTower.SetLevel(level - 1); + if (playEffect) + PlayUpgradeEffect(createdTower); + addTower(createdTower); Destroy(currentTower.gameObject); + + return createdTower; } protected bool SkillPlayEndDrag(PointerInfo pointer) @@ -1238,27 +1542,28 @@ /// <param name="worldPos"></param> public void PlayUpgradeEffect(Tower newTower) { - GameObject effect = TowerUpgradeEffectPrefab; + newTower.currentTowerLevel.PlayUpGradeEffect(); + // GameObject effect = TowerUpgradeEffectPrefab; - if (newTower.towerFeature == EFeatureTower.NULL) - { - string path = $"UI/ToBattle_{newTower.attributeId}"; - GameObject prefab = Resources.Load<GameObject>(path); - effect = Instantiate(prefab); - } + // 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>(); + // // 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); + // if (ps == null) + // ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); + // ps.Play(); + // Destroy(obj, ps.main.duration); } /// <summary> @@ -1326,7 +1631,7 @@ /// <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 isUpgrade = false, bool opponent = false) + public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false, bool isFirstAppear = false) { if (!isBuilding) throw new InvalidOperationException("Trying to place tower when not in a Build Mode"); @@ -1347,10 +1652,18 @@ // River: 内部缓存数据,用于后期容易找到数据. addTower(createdTower); CancelGhostPlacement(); - if (!isUpgrade) + if (isFirstAppear) + { + PlayFirstAppearEffect(createdTower.towerName, createdTower.transform.position); + } + else 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) @@ -1359,7 +1672,70 @@ } } + /// <summary> + /// 播放首次宝石出现特效 + /// </summary> + public void PlayFirstAppearEffect(string towerName, Vector3 worldPos) + { + if (towerName.StartsWith("GrowUpTower")) + { + //火元素 + PlayAppearEffect(worldPos, fireAppearEffect1); + PlayAppearEffect(worldPos, fireAppearEffect2); + if (Application.platform == RuntimePlatform.WindowsEditor) + { + //UnityEditor.EditorApplication.isPaused = true; + } + } + else if (towerName.StartsWith("BlinkTower")) + { + //木元素 + PlayAppearEffect(worldPos, woodAppearEffect1); + PlayAppearEffect(worldPos, woodAppearEffect2); + } + else if (towerName.StartsWith("CopyCatTower")) + { + //水元素 + PlayAppearEffect(worldPos, waterAppearEffect1); + PlayAppearEffect(worldPos, waterAppearEffect2); + } + } + void PlayAppearEffect(Vector3 worldPos, GameObject prefab) + { + GameObject obj = Instantiate(prefab); + 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); + } + + 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 @@ -1381,17 +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; @@ -1399,6 +1775,7 @@ if (ps == null) ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); + ps.Play(); Destroy(obj, ps.main.duration); } @@ -1433,12 +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. @@ -1453,10 +1834,12 @@ /// </summary> protected void disableRandomTowerBtn() { - randomTowerBtn.interactable = false; + randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick(); + //randomTowerBtn.interactable = false; if (towerPriceText) { towerPriceText.color = new Color(0.5f, 0.5f, 0.5f); + towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f); } tdBuyDisable = true; } @@ -1472,10 +1855,16 @@ 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) - randomTowerBtn.interactable = true; + { + randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClickNormal(); + //randomTowerBtn.interactable = true; + } tdBuyDisable = false; } @@ -1487,6 +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) @@ -1510,7 +1901,7 @@ if (crit) bloodStr += "Crt!"; bloodStr += "-"; - bloodStr += val.ToString(); + bloodStr += ((Int64)val).ToString(); tm.moveBloodText(spos.x, spos.y, bloodStr, crit); } @@ -1521,8 +1912,12 @@ // 获取相应的放置区域。 GameObject placeObj = GameObject.FindGameObjectWithTag("PlaceTower"); if (placeObj != null) + { m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); + dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless; + } placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); + EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); } /// <summary> @@ -1564,7 +1959,7 @@ /// 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, bool isUpgrade = false) + public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false, bool isFirstAppear = false) { // 获取IPlaceArea. if (m_CurrentArea == null) @@ -1608,6 +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(); @@ -1628,7 +2024,7 @@ OnSuccessBuyTower(); SetState(State.Building); - PlaceTower(lvl, isUpgrade); + PlaceTower(lvl, isUpgrade, false, isFirstAppear); } return true; @@ -1689,6 +2085,8 @@ // 计算偏移值. CalSelTowerScreenOffset(info, controller); } + + /// <summary> /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。 @@ -1756,10 +2154,12 @@ { base.Awake(); + randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>(); DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10); state = State.Normal; - m_Camera = GetComponent<Camera>(); + m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>(); + //m_Camera = GetComponent<Camera>(); TowerDestroyArr = new bool[5, AttackRowNumbers]; } @@ -1856,6 +2256,7 @@ return currentEventSystem.IsPointerOverGameObject(pointerId); } + WaveLineSelEffect currentEffect; /// <summary> /// Move the ghost to the pointer's position /// </summary> @@ -1904,12 +2305,28 @@ if (npt.overWaveLine) { WaveLineSelEffect selEff = npt.wavelineHit.Value.collider.GetComponent<WaveLineSelEffect>(); - if (selEff) - selEff.SetWaveLineSel(true); + if (selEff != currentEffect) + { + if (currentEffect != null) + { + currentEffect.SetParticleSystem(false); + } + currentEffect = selEff; + currentEffect.SetParticleSystem(true); + } + //selEff.SetWaveLineSel(true); + } + else + { + if (currentEffect != null) + { + currentEffect.SetParticleSystem(false); + currentEffect = null; + } } } // 炸弹是区域攻击显示: - if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) + else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) { // 测试代码与战场区域碰撞,碰撞后显示攻击区域: BattleAreaRaycast(ref npt); @@ -2014,7 +2431,20 @@ /// <param name="worldPos">世界坐标</param> public void PlayToAttackEffect(int attributeId, Vector3 worldPos) { - string path = $"UI/ToBattle_{attributeId}"; + string path = ""; + if (attributeId == 101) + { + path = "UI/Effect_Elf_Huo_DengChang_101"; + } + else if (attributeId == 105) + { + path = "UI/Effect_Elf_Shui_DengChang_105"; + } + else if (attributeId == 109) + { + path = "UI/Effect_Elf_Mu_DengChang_109"; + } + GameObject prefab = Resources.Load<GameObject>(path); GameObject obj = Instantiate(prefab); obj.transform.position = worldPos; -- Gitblit v1.9.1