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>

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