From 944950c86ab3be21c22b7c15039cf2e572efdc90 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Tue, 01 Dec 2020 15:34:32 +0800 Subject: [PATCH] 删除无用代码 --- Assets/Scripts/TowerDefense/UI/HUD/TowerUI.cs | 439 ++++++++++++++++++++++++++---------------------------- 1 files changed, 212 insertions(+), 227 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/TowerUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/TowerUI.cs index 7f89ca5..b70e28b 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/TowerUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/TowerUI.cs @@ -6,260 +6,245 @@ namespace TowerDefense.UI.HUD { - /// <summary> - /// Controls the UI objects that draw the tower data - /// </summary> - [RequireComponent(typeof(Canvas))] - public class TowerUI : MonoBehaviour - { - /// <summary> - /// The text object for the name - /// </summary> - public Text towerName; + /// <summary> + /// Controls the UI objects that draw the tower data + /// </summary> + [RequireComponent(typeof(Canvas))] + public class TowerUI : MonoBehaviour + { + /// <summary> + /// The text object for the name + /// </summary> + public Text towerName; - /// <summary> - /// The text object for the description - /// </summary> - public Text description; - - public Text upgradeDescription; + /// <summary> + /// The text object for the description + /// </summary> + public Text description; - /// <summary> - /// The attached sell button - /// </summary> - public Button sellButton; + public Text upgradeDescription; - /// <summary> - /// The attached upgrade button - /// </summary> - public Button upgradeButton; + /// <summary> + /// The attached sell button + /// </summary> + public Button sellButton; - /// <summary> - /// Component to display the relevant information of the tower - /// </summary> - public TowerInfoDisplay towerInfoDisplay; + /// <summary> + /// The attached upgrade button + /// </summary> + public Button upgradeButton; - public RectTransform panelRectTransform; + /// <summary> + /// Component to display the relevant information of the tower + /// </summary> + public TowerInfoDisplay towerInfoDisplay; - public GameObject[] confirmationButtons; + public RectTransform panelRectTransform; - /// <summary> - /// The main game camera - /// </summary> - protected Camera m_GameCamera; + public GameObject[] confirmationButtons; - /// <summary> - /// The current tower to draw - /// </summary> - protected Tower m_Tower; + /// <summary> + /// The main game camera + /// </summary> + protected Camera m_GameCamera; - /// <summary> - /// The canvas attached to the gameObject - /// </summary> - protected Canvas m_Canvas; + /// <summary> + /// The current tower to draw + /// </summary> + protected Tower m_Tower; - /// <summary> - /// Draws the tower data on to the canvas,在界面上显示塔防信息,显示操作和信息界面。 - /// 继续修改,确保其它方面的内容处理。 - /// </summary> - /// <param name="towerToShow"> - /// The tower to gain info from - /// </param> - public virtual void Show(Tower towerToShow) - { - if (towerToShow == null) - { - return; - } - m_Tower = towerToShow; - AdjustPosition(); + /// <summary> + /// The canvas attached to the gameObject + /// </summary> + protected Canvas m_Canvas; - int sellValue = m_Tower.GetSellLevel(); - /// - // TEST COED TO DELETE: - if( sellButton != null) - { - // TEST CODE TO DELETE: - if( m_Tower != null ) - GameUI.instance.startDragTower(m_Tower); - /** 以下代码用于测试合成: + /// <summary> + /// Draws the tower data on to the canvas,在界面上显示塔防信息,显示操作和信息界面。 + /// 继续修改,确保其它方面的内容处理。 + /// </summary> + /// <param name="towerToShow"> + /// The tower to gain info from + /// </param> + public virtual void Show(Tower towerToShow) + { + if (towerToShow == null) + { + return; + } + m_Tower = towerToShow; + AdjustPosition(); + + // TEST COED TO DELETE: + if (sellButton != null) + { + // TEST CODE TO DELETE: + if (m_Tower != null) + GameUI.instance.startDragTower(m_Tower); + /** 以下代码用于测试合成: if((!m_Tower.isAtMaxLevel) && GameUI.instance.deleteSameLvlTower( m_Tower)) { GameUI.instance.UpgradeSelectedTower(); }*/ - return; - } - else - { - if (GameUI.instance.towerInList(m_Tower) ) - return; - } + return; + } + else + { + if (GameUI.instance.towerInList(m_Tower)) + return; + } - m_Canvas.enabled = true; + m_Canvas.enabled = true; + if (upgradeButton != null) + { + upgradeButton.interactable = true; + bool maxLevel = m_Tower.isAtMaxLevel; + upgradeButton.gameObject.SetActive(!maxLevel); + } + LevelManager.instance.currency.currencyChanged += OnCurrencyChanged; + towerInfoDisplay.Show(towerToShow); + foreach (var button in confirmationButtons) + { + button.SetActive(false); + } + } - /// - if (sellButton != null) - { - sellButton.gameObject.SetActive(sellValue > 0); - } - if (upgradeButton != null) - { - upgradeButton.interactable = - LevelManager.instance.currency.CanAfford(m_Tower.GetCostForNextLevel()); - bool maxLevel = m_Tower.isAtMaxLevel; - upgradeButton.gameObject.SetActive(!maxLevel); - if (!maxLevel) - { - upgradeDescription.text = - m_Tower.levels[m_Tower.currentLevel + 1].upgradeDescription.ToUpper(); - } - } - LevelManager.instance.currency.currencyChanged += OnCurrencyChanged; - towerInfoDisplay.Show(towerToShow); - foreach (var button in confirmationButtons) - { - button.SetActive(false); - } - } + /// <summary> + /// Hides the tower info UI and the radius visualizer + /// </summary> + public virtual void Hide() + { + m_Tower = null; + if (GameUI.instanceExists) + { + GameUI.instance.HideRadiusVisualizer(); + } + m_Canvas.enabled = false; + LevelManager.instance.currency.currencyChanged -= OnCurrencyChanged; + } - /// <summary> - /// Hides the tower info UI and the radius visualizer - /// </summary> - public virtual void Hide() - { - m_Tower = null; - if (GameUI.instanceExists) - { - GameUI.instance.HideRadiusVisualizer(); - } - m_Canvas.enabled = false; - LevelManager.instance.currency.currencyChanged -= OnCurrencyChanged; - } + /// <summary> + /// Upgrades the tower through <see cref="GameUI"/> + /// </summary> + public void UpgradeButtonClick() + { + GameUI.instance.UpgradeSelectedTower(); + } - /// <summary> - /// Upgrades the tower through <see cref="GameUI"/> - /// </summary> - public void UpgradeButtonClick() - { - GameUI.instance.UpgradeSelectedTower(); - } + /// <summary> + /// Sells the tower through <see cref="GameUI"/> + /// </summary> + public void SellButtonClick() + { + GameUI.instance.SellSelectedTower(); + } - /// <summary> - /// Sells the tower through <see cref="GameUI"/> - /// </summary> - public void SellButtonClick() - { - GameUI.instance.SellSelectedTower(); - } + /// <summary> + /// Get the text attached to the buttons + /// </summary> + protected virtual void Awake() + { + m_Canvas = GetComponent<Canvas>(); + } - /// <summary> - /// Get the text attached to the buttons - /// </summary> - protected virtual void Awake() - { - m_Canvas = GetComponent<Canvas>(); - } + /// <summary> + /// Fires when tower is selected/deselected + /// </summary> + /// <param name="newTower"></param> + protected virtual void OnUISelectionChanged(Tower newTower) + { + if (newTower != null) + { + Show(newTower); + } + else + { + Hide(); + } + } - /// <summary> - /// Fires when tower is selected/deselected - /// </summary> - /// <param name="newTower"></param> - protected virtual void OnUISelectionChanged(Tower newTower) - { - if (newTower != null) - { - Show(newTower); - } - else - { - Hide(); - } - } + /// <summary> + /// Subscribe to mouse button action + /// </summary> + protected virtual void Start() + { + m_GameCamera = Camera.main; + m_Canvas.enabled = false; + if (GameUI.instanceExists) + { + GameUI.instance.selectionChanged += OnUISelectionChanged; + GameUI.instance.stateChanged += OnGameUIStateChanged; + } + } - /// <summary> - /// Subscribe to mouse button action - /// </summary> - protected virtual void Start() - { - m_GameCamera = Camera.main; - m_Canvas.enabled = false; - if (GameUI.instanceExists) - { - GameUI.instance.selectionChanged += OnUISelectionChanged; - GameUI.instance.stateChanged += OnGameUIStateChanged; - } - } + /// <summary> + /// Adjust position when the camera moves + /// </summary> + protected virtual void Update() + { + AdjustPosition(); + } - /// <summary> - /// Adjust position when the camera moves - /// </summary> - protected virtual void Update() - { - AdjustPosition(); - } + /// <summary> + /// Unsubscribe from currencyChanged + /// </summary> + protected virtual void OnDisable() + { + if (LevelManager.instanceExists) + { + LevelManager.instance.currency.currencyChanged -= OnCurrencyChanged; + } + } - /// <summary> - /// Unsubscribe from currencyChanged - /// </summary> - protected virtual void OnDisable() - { - if (LevelManager.instanceExists) - { - LevelManager.instance.currency.currencyChanged -= OnCurrencyChanged; - } - } + /// <summary> + /// Adjust the position of the UI + /// </summary> + protected void AdjustPosition() + { + if (m_Tower == null) + { + return; + } + Vector3 point = m_GameCamera.WorldToScreenPoint(m_Tower.position); + point.z = 0; + panelRectTransform.transform.position = point; + } - /// <summary> - /// Adjust the position of the UI - /// </summary> - protected void AdjustPosition() - { - if (m_Tower == null) - { - return; - } - Vector3 point = m_GameCamera.WorldToScreenPoint(m_Tower.position); - point.z = 0; - panelRectTransform.transform.position = point; - } + /// <summary> + /// Fired when the <see cref="GameUI"/> state changes + /// If the new state is <see cref="GameUI.State.GameOver"/> we need to hide the <see cref="TowerUI"/> + /// </summary> + /// <param name="oldState">The previous state</param> + /// <param name="newState">The state to transition to</param> + protected void OnGameUIStateChanged(GameUI.State oldState, GameUI.State newState) + { + if (newState == GameUI.State.GameOver) + { + Hide(); + } + } - /// <summary> - /// Fired when the <see cref="GameUI"/> state changes - /// If the new state is <see cref="GameUI.State.GameOver"/> we need to hide the <see cref="TowerUI"/> - /// </summary> - /// <param name="oldState">The previous state</param> - /// <param name="newState">The state to transition to</param> - protected void OnGameUIStateChanged(GameUI.State oldState, GameUI.State newState) - { - if (newState == GameUI.State.GameOver) - { - Hide(); - } - } + /// <summary> + /// Check if player can afford upgrade on currency changed + /// </summary> + void OnCurrencyChanged() + { + if (m_Tower != null && upgradeButton != null) + { + upgradeButton.interactable = true; + } + } - /// <summary> - /// Check if player can afford upgrade on currency changed - /// </summary> - void OnCurrencyChanged() - { - if (m_Tower != null && upgradeButton != null) - { - upgradeButton.interactable = - LevelManager.instance.currency.CanAfford(m_Tower.GetCostForNextLevel()); - } - } - - /// <summary> - /// Unsubscribe from GameUI selectionChanged and stateChanged - /// </summary> - void OnDestroy() - { - if (GameUI.instanceExists) - { - GameUI.instance.selectionChanged -= OnUISelectionChanged; - GameUI.instance.stateChanged -= OnGameUIStateChanged; - } - } - } + /// <summary> + /// Unsubscribe from GameUI selectionChanged and stateChanged + /// </summary> + void OnDestroy() + { + if (GameUI.instanceExists) + { + GameUI.instance.selectionChanged -= OnUISelectionChanged; + GameUI.instance.stateChanged -= OnGameUIStateChanged; + } + } + } } \ No newline at end of file -- Gitblit v1.9.1