From bd0ba263761a866ca0d698169d2d83b6a11c35e7 Mon Sep 17 00:00:00 2001 From: CoderM <coderm@qq.com> Date: Thu, 10 Dec 2020 17:04:37 +0800 Subject: [PATCH] CoderM: 增加SDKJSON处理 --- Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs | 215 +++++++++++++++++++++-------------------------------- 1 files changed, 85 insertions(+), 130 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs index e7f5178..3817a28 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs @@ -15,16 +15,6 @@ public Button randomBtn; /// <summary> - /// 倒计时对应的背景图片. - /// </summary> - public Image cdTimeBg; - - /// <summary> - /// 倒计划对应的文字. - /// </summary> - public TextMeshProUGUI cdTimeText; - - /// <summary> /// 购买二级宝石的按钮贴图. /// </summary> public Sprite buyBtnLevelUp; @@ -47,9 +37,6 @@ // 开始出现技能塔的时间: public static float SKILL_TOWER_TIME = 30.0f; - // 购买之后直接出现2级宝石的时间. - public static float LEVELUP_TOWER_TIME = 10.0f; - protected System.Random mRandom; protected int rTowerIdx = 2; @@ -60,8 +47,11 @@ // 所有宝石位置权重列表 private List<int> weightList; - // 是否初始化过出战数据 - private bool isInitFightData = false; + public Text NormalDesc; + + public Text SkillDesc; + + public ParticleSystem btnPS; // Start is called before the first frame update void Start() @@ -86,19 +76,21 @@ bSetBuyLvlUp = false; bCdTimeStart = false; + randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); + UpdateDescDisplay(); + } - cdTimeBg.gameObject.SetActive(false); + public void UpdateDescDisplay() + { + int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); - cdTimeText.text = ""; - - randomBtn.onClick.AddListener(onClick); - + NormalDesc.text = $"购买{minLevel + 1}级宝石"; } public void ChangeBtnClickNormal() { randomBtn.onClick.RemoveAllListeners(); - randomBtn.onClick.AddListener(onClick); + randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); } public void ChangeBtnClick() { @@ -115,37 +107,6 @@ public List<Tower> towerList { get { return this.towerArray; } - } - - /// <summary> - /// 处理按钮升级相关. - /// </summary> - private void Update() - { - float gstime = EndlessUIStart.instance.GameStartTime; - if (gstime <= 0) return; - - if ((!bCdTimeStart) && (LEVELUP_TOWER_TIME - gstime) <= JsonDataCenter.TOWERLVLUP_CDTIME) - { - bCdTimeStart = true; - btnLvlUpCdTime = LEVELUP_TOWER_TIME - gstime; - cdTimeBg.gameObject.SetActive(true); - } - if ((!bSetBuyLvlUp) && (gstime > LEVELUP_TOWER_TIME)) - { - bSetBuyLvlUp = true; - this.randomBtn.GetComponent<Image>().sprite = buyBtnLevelUp; - cdTimeBg.gameObject.SetActive(false); - cdTimeText.text = ""; - } - - // 更新倒计时: - if ((!bSetBuyLvlUp) && bCdTimeStart) - { - btnLvlUpCdTime -= Time.deltaTime; - string distr = ((int)Math.Ceiling(btnLvlUpCdTime)).ToString() + "s"; - cdTimeText.text = distr; - } } public void actionTest() @@ -194,7 +155,7 @@ if (name == this.towerArray[ti].towerName) return towerArray[ti]; - return GetRandomTower(false); + return GetRandomTower(EFeatureTower.NULL); } /// <summary> @@ -222,122 +183,116 @@ /// <summary> /// 根据规则生成一个随机的塔 /// </summary> - /// <param name="onlySpawnElf">是否仅产生精灵宝石,而不产生技能宝石</param> /// <returns></returns> - public Tower GetRandomTower(bool onlySpawnElf = true) + public Tower GetRandomTower(EFeatureTower towerType, bool isRandom = false) { - if (!isInitFightData) + int[] indexArr = { 0, 1, 2, 3, 4 }; + + if (!isRandom) { - isInitFightData = true; - weightList = new List<int>(); - List<posWeight> posWeight = JsonDataCenter.GetList<posWeight>(); - randomTotalWeight = 0; - - for (int i = 0; i < posWeight.Count; ++i) + if (towerType == EFeatureTower.NULL) { - weightList.Add(posWeight[i].weight); - randomTotalWeight += posWeight[i].weight; + // 只获得普通宝石 + indexArr = new int[] { 0, 1, 2 }; } - - // 游戏开始之前先把出站组乱序 - GameUtils.Shuffle(towerArray); + else + { + // 只获得技能宝石 + indexArr = new int[] { 3, 4 }; + } } - Tower ret = null; + int random = UnityEngine.Random.Range(0, indexArr.Length); - // 还没到技能时间,忽略掉技能宝石 - if (onlySpawnElf) - { - // 精灵宝石位置索引列表 - List<int> elfIndexList = new List<int>(); - - for (int i = 0; i < towerArray.Count; ++i) - { - if (towerArray[i].towerFeature == EFeatureTower.NULL) - elfIndexList.Add(i); - } - - // 没有上阵精灵宝石 - if (elfIndexList.Count == 0) - { - Debug.LogError("--------------------- 没有上阵精灵宝石 ---------------------"); - return null; - } - - // 计算所有精灵宝石位置的总权重 - int elfTotalWeight = 0; - // 精灵宝石位置权重列表 - List<int> elfWeightList = new List<int>(); - - for (int i = 0; i < elfIndexList.Count; ++i) - { - elfTotalWeight += weightList[elfIndexList[i]]; - elfWeightList.Add(weightList[elfIndexList[i]]); - } - - // 所有精灵宝石位置的权重都为0,直接等概率出一个精灵宝石 - int index = elfTotalWeight == 0 ? mRandom.Next(0, elfIndexList.Count) : GetRandomIndex(elfWeightList, elfTotalWeight); - ret = towerArray[elfIndexList[index]]; - } - // 可以自由产生 - else - { - int index = randomTotalWeight == 0 ? mRandom.Next(0, towerArray.Count) : GetRandomIndex(weightList, randomTotalWeight); - ret = towerArray[index]; - } - - // 生成宝石成功,需要调整宝石位置,把宝石放到队尾 - towerArray.Remove(ret); - towerArray.Add(ret); - - return ret; + return towerArray[indexArr[random]]; } /// <summary> /// 随机购买Tower的入口,如果购买成功,则需要实时更新价格 /// </summary> - public void onClick() + public void onClick(EFeatureTower towerType) { - if (GameConfig.IsNewbie && !GameConfig.CanBuyNewTower) + if (GameConfig.IsNewbie) { - AudioSourceManager.Ins.Play(AudioEnum.UIDisable); - + AudioSourceManager.Ins.Play(AudioEnum.UI); + btnPS?.Play(); return; } AudioSourceManager.Ins.Play(AudioEnum.UI); - // 还没到技能时间,忽略掉技能宝石 - Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); + Tower newTower = GetRandomTower(towerType, false); if (!newTower) throw new Exception("未能成功产生Tower"); - RandomPlaceTower(newTower); + RandomPlaceTower(newTower, -1, -1, -1, -1, true); + + btnPS?.Play(); + + // if (newTower.towerFeature == EFeatureTower.NULL) + // { + // string tmpTowerName = newTower.towerName; + // towerNameLis.Add(tmpTowerName); + // int count = 0; + // bool isFirstBuy = true; + // for (int i = 0; i < towerNameLis.Count; i++) + // { + // if (towerNameLis[i] == tmpTowerName) + // { + // count++; + // if (count == 2) + // { + // isFirstBuy = false; + // break; + // } + // } + // } + + // if (isFirstBuy) + // { + // //Debug.Log("首次购买:" + tmpTowerName); + + // } + // else + // { + // //Debug.Log("购买了多次了:" + tmpTowerName); + // } + // RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy); + + // } + // else + // { + // RandomPlaceTower(newTower, -1, -1, -1, -1, false); + // } + } + + private List<string> towerNameLis = new List<string>();//用来判断是否是首次购买宝石 /// <summary> /// 随机找一个空白位置放置塔防 /// </summary> /// <param name="tower"></param> - public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = -1, int posy = -1) + public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = -1, int posy = -1, bool isFirstAppear = false) { EndlessGameUI gameUI = EndlessGameUI.instance; if (gameUI.isBuilding) gameUI.CancelGhostPlacement(); - if (level == -1) + if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) { - int[] minLevelArr = EndlessGameUI.instance.MinLevelArr; - - if (tower.towerFeature == EFeatureTower.NULL) - level = Mathf.Min(minLevelArr[0], 1); - else - level = Mathf.Min(minLevelArr[1], 1); + if (level == -1) + level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); + } + else + { + if (level == -1) + level = 0; } - return gameUI.RandomPlaceTower(tower, posx, posy, level, cost); + return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); } /// <summary> -- Gitblit v1.9.1