From 953bd094847c309b46030593d120e56d30a4544e Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Tue, 10 Nov 2020 09:54:29 +0800 Subject: [PATCH] Merge commit '820e4f5728b5ec6ec6d7d9395b86c54e210c116c' into master --- Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs | 170 +++++++++++++++++++++++++++++--------------------------- 1 files changed, 89 insertions(+), 81 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs index 1a86fad..b12da2a 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs @@ -1,95 +1,103 @@ using UnityEngine; +using TowerDefense.Level; namespace TowerDefense.UI.HUD { - /// <summary> - /// States the placement tile can be in - /// </summary> - public enum PlacementTileState - { - Filled, - Empty - } - - /// <summary> - /// Simple class to illustrate tile placement locations - /// 主要功能是在场景内能够表示可以放置Tower的位置 - /// </summary> - public class PlacementTile : MonoBehaviour - { - /// <summary> - /// Material to use when this tile is empty - /// </summary> - public Material emptyMaterial; - /// <summary> - /// Material to use when this tile is filled - /// </summary> - public Material filledMaterial; - /// <summary> - /// The renderer whose material we're changing - /// </summary> - public Renderer tileRenderer; + /// <summary> + /// States the placement tile can be in + /// </summary> + public enum PlacementTileState + { + Filled, + Empty + } - /// <summary> - /// 等待购买的材质 - /// </summary> - public Material waitBuyMat; + /// <summary> + /// Simple class to illustrate tile placement locations + /// 主要功能是在场景内能够表示可以放置Tower的位置 + /// </summary> + public class PlacementTile : MonoBehaviour + { + /// <summary> + /// Material to use when this tile is empty + /// </summary> + public Material emptyMaterial; + /// <summary> + /// Material to use when this tile is filled + /// </summary> + public Material filledMaterial; + /// <summary> + /// The renderer whose material we're changing + /// </summary> + public Renderer tileRenderer; - /// <summary> - /// 已开放的材质. - /// </summary> - public Material openMat; + /// <summary> + /// 等待购买的材质 + /// </summary> + public Material waitBuyMat; - /// <summary> - /// 塔位已被破坏的材质 - /// </summary> - public Material destroyedMat; + /// <summary> + /// 已开放的材质. + /// </summary> + public Material openMat; - /// <summary> - /// Update the state of this placement tile - /// </summary> - public void SetState(PlacementTileState newState) - { - switch (newState) - { - case PlacementTileState.Filled: - if (tileRenderer != null && filledMaterial != null) - { - tileRenderer.sharedMaterial = filledMaterial; - } - break; - case PlacementTileState.Empty: - if (tileRenderer != null && emptyMaterial != null) - { - tileRenderer.sharedMaterial = emptyMaterial; - } - break; - } - } + /// <summary> + /// 塔位已被破坏的材质 + /// </summary> + public Material destroyedMat; - - /// <summary> - /// 根据传入的参数来设置当前Grid对应的显示信息 - /// WORK START: 从这个函数开始,替换相关的显示效果 - /// </summary> - /// <param name="newtype"></param> - public void SetTileType( PlacementGridType newtype) + /// <summary> + /// Update the state of this placement tile + /// </summary> + public void SetState(PlacementTileState newState) { - switch( newtype) + switch (newState) { - case PlacementGridType.EGridWaitBuy: - if (tileRenderer != null && waitBuyMat != null) - tileRenderer.sharedMaterial = waitBuyMat; - break; - case PlacementGridType.EGridOpen: - if (tileRenderer != null && openMat != null) - tileRenderer.sharedMaterial = openMat; - break; - case PlacementGridType.EGridDestroyed: - if (tileRenderer != null && destroyedMat != null) - tileRenderer.sharedMaterial = destroyedMat; - break; + case PlacementTileState.Filled: + if (tileRenderer != null && filledMaterial != null) + { + tileRenderer.sharedMaterial = filledMaterial; + } + break; + case PlacementTileState.Empty: + if (tileRenderer != null && emptyMaterial != null) + { + tileRenderer.sharedMaterial = emptyMaterial; + } + break; } } - } + + + /// <summary> + /// 根据传入的参数来设置当前Grid对应的显示信息 + /// WORK START: 从这个函数开始,替换相关的显示效果 + /// </summary> + /// <param name="newtype"></param> + public void SetTileType(PlacementGridType newtype) + { + switch (newtype) + { + case PlacementGridType.EGridWaitBuy: + if (tileRenderer != null && waitBuyMat != null) + tileRenderer.sharedMaterial = waitBuyMat; + break; + case PlacementGridType.EGridOpen: + if (EndlessLevelManager.instanceExists) + { + tileRenderer.enabled = false; + } + else + { + if (tileRenderer != null && openMat != null) + tileRenderer.sharedMaterial = openMat; + } + break; + case PlacementGridType.EGridDestroyed: + if (tileRenderer != null && destroyedMat != null) + tileRenderer.sharedMaterial = destroyedMat; + break; + } + } + } } \ No newline at end of file -- Gitblit v1.9.1