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/GameUI.cs | 129 ++++++++++++++++++++++++++++++++++++++++++- 1 files changed, 126 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs index af04ff7..b6459ae 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs @@ -192,6 +192,21 @@ protected Tower towerToMove = null; /// <summary> + /// UI界面对应的进度 + /// </summary> + protected int uiCtlProgresss = 0; + + /// <summary> + /// 宝石升级特效 + /// </summary> + public GameObject TowerUpgradeEffect; + + /// <summary> + /// 宝石出现特效 + /// </summary> + public GameObject TowerAppearEffect; + + /// <summary> /// Fires when the <see cref="State"/> changes /// should only allow firing when TouchUI is used /// </summary> @@ -342,6 +357,10 @@ public void delTower(Tower t) { + // 删除Tower之前去掉充能条数据. + if (t.bInAttackMode) + t.DisableTowerUICtrl(); + // 删除Tower有可能对应的Timer. foreach (var tdata in towerTimeDic) { @@ -580,12 +599,21 @@ break; } + // + // 重设界面数据 + uiCtlProgresss = 0; // 从列表中删除Tower.并破坏Tower的外形。 dragTowerLevel = towerOld.currentLevel; // 尝试不再删除原来的Tower,而是尝试在合成成功后再删除原来的Tower towerOld.showTower(false); towerToMove = towerOld; + + if (towerOld.bInAttackMode) + { + int pro = towerOld.GetTowerUICtrlProgress(); + uiCtlProgresss = pro; + } // 先删除,再设置移动相关。 SetToDragMode(newT); @@ -835,7 +863,17 @@ // 开启相应的兵线: Tower tw = FindTowerWithGridIdx(m_GridPosition.x, m_GridPosition.y); if (tw != null) + { LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId); + + // 顺便设置界面的进展 + if (uiCtlProgresss > 0) + { + tw.SetTowerUICtlProcess(uiCtlProgresss); + Debug.Log("设置当前的进度:" + uiCtlProgresss); + uiCtlProgresss = 0; + } + } } // 当前是Skill塔位的状态. else if (bSkill) @@ -1249,6 +1287,7 @@ //UpgradeSelectedTower(); // 新的代码,合并升级为随机塔防类型. randomUpgradeTower(); + } } else @@ -1281,6 +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> @@ -1374,7 +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"); @@ -1402,11 +1470,39 @@ CancelGhostPlacement(); + if (!opponent) + { + 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) { ProcessFeatureTower(createdTower); } + } + + /// <summary> + /// 播放宝石出现特效 + /// </summary> + public void PlayAppearEffect(Vector3 worldPos) + { + GameObject obj = Instantiate(TowerAppearEffect); + 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> @@ -1587,6 +1683,8 @@ /// <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) @@ -1671,7 +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) @@ -1732,7 +1830,7 @@ OnSuccessBuyTower(); SetState(State.Building); - PlaceTower(lvl); + PlaceTower(lvl, false, isUpgrade); } } @@ -2116,11 +2214,36 @@ addTower(createdTower); dragTowerLevel = 0; CancelGhostPlacement(); + PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); } } } /// <summary> + /// 播放宝石上阵特效 + /// </summary> + /// <param name="attributeId">101 火,105 水,109 木</param> + /// <param name="worldPos">世界坐标</param> + public void PlayToAttackEffect(int attributeId, Vector3 worldPos) + { + string path = $"UI/ToBattle_{attributeId}"; + GameObject prefab = Resources.Load<GameObject>(path); + 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); + } + + /// <summary> /// Raycast onto tower placement areas /// </summary> /// <param name="pointer">The pointer we're testing</param> -- Gitblit v1.9.1