From aadfae81e6a511cd2c062ab0b05f3ee3419f1a7f Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Wed, 23 Dec 2020 20:15:14 +0800
Subject: [PATCH] 选中BUFF塔播放相应的特效

---
 Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs |  210 ++++++++++++++++++++++++++++++++++++++++++++++------
 1 files changed, 186 insertions(+), 24 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
index 3628f72..1e532a8 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
@@ -1,5 +1,6 @@
 using UnityEngine;
 using TowerDefense.Level;
+using Core.Utilities;
 
 namespace TowerDefense.UI.HUD
 {
@@ -55,14 +56,24 @@
         /// 可以放置的
         /// </summary>
         public Material canPlaceMat;
+        public Material canNotPlaceMat;
 
         /// <summary>
         /// 放置在当前位置
         /// </summary>
         public Material selectMat;
 
-        public ParticleSystem myPS;//可以升级的特效
+        //public ParticleSystem myPS;//可以升级的特效
 
+        public ParticleSystem myOpenPS;//购买后的特效
+        public ParticleSystem myPutPS;//交换塔位置后的特效
+
+        public GameObject myDragSelectPS;//推拽时候移动到当前塔的特效
+
+        /// <summary>
+        /// 所在的格子坐标
+        /// </summary>
+        public IntVector2 GridPosition { get; set; }
 
         /// <summary>
         /// Update the state of this placement tile
@@ -86,42 +97,176 @@
             }
         }
 
-        public void SetParticleSystem(bool isOn)
+        // public void SetParticleSystem(bool isOn)
+        // {
+        //     if (isOn)
+        //     {
+        //         if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+        //         myPS.Play();
+
+        //     }
+        //     else
+        //     {
+        //         myPS.Stop();
+        //         if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+
+        //     }
+        // }
+
+        // /// <summary>
+        // /// 设置是否可以放置
+        // /// </summary>
+        // /// <param name="canPlace"></param>
+        // public void CheckCanPlace(bool canPlace)
+        // {
+        //     if (canPlaceRenderer)
+        //     {
+        //         if (canPlaceRenderer.enabled != canPlace)
+        //             canPlaceRenderer.enabled = canPlace;
+        //         if (canPlace)
+        //         {
+        //             SetSelect(false);
+        //         }
+        //         else if (towerVSRenderer.enabled)
+        //         {
+        //             towerVSRenderer.enabled = false;
+        //         }
+        //     }
+
+        // }
+
+        // /// <summary>
+        // /// 设置当前材质
+        // /// </summary>
+        // /// <param name="isSelect"></param>
+        // /// <param name="isEmpty"></param>
+        // public void SetSelect(bool isSelect)
+        // {
+        //     if (isSelect)
+        //     {
+        //         if (canPlaceRenderer.material != selectMat)
+        //         {
+        //             canPlaceRenderer.material = selectMat;
+        //         }
+        //         //激活绿色的底
+        //     }
+        //     else
+        //     {
+        //         if (canPlaceRenderer.material != canPlaceMat)
+        //         {
+        //             canPlaceRenderer.material = canPlaceMat;
+        //         }
+        //         if (towerVSRenderer.enabled)
+        //             towerVSRenderer.enabled = false;
+        //     }
+        // }
+
+        /// <summary>
+        /// 是否放置塔
+        /// </summary>
+        /// <param name="isOn"></param>
+        /// <param name="towerName"></param>
+        public void SetRender(bool isOn, string towerName)
         {
-            if (isOn)
+            if (canPlaceRenderer.enabled != isOn)
             {
-                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
-                myPS.Play();
-
+                canPlaceRenderer.enabled = isOn;
             }
-            else
+            if (myDragSelectPS.activeSelf != isOn)
             {
-                myPS.Stop();
-                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
-
+                myDragSelectPS.SetActive(isOn);
             }
+            // if (isOn)
+            // {
+            //     myDragSelectPS.Play();
+            // }
+            // else
+            // {
+            //     myDragSelectPS.Stop();
+            // }
+
+            if (isOn && towerName != "")
+            {
+                //SetTowerVirtualshadow(towerName);
+                EndlessWaveLineManager.instance.SetWaveLineShow(GridPosition.x, true);
+            }
+            else if (!isOn)
+            {
+                towerVSRenderer.enabled = false;
+                EndlessWaveLineManager.instance.SetWaveLineShow(GridPosition.x, false);
+            }
+
+        }
+
+        public void SetWarning(bool isOn)
+        {
+            canPlaceRenderer.material = isOn ? canNotPlaceMat : canPlaceMat;
         }
 
         /// <summary>
-        /// 设置是否可以放置
+        /// 塔的虚影
         /// </summary>
-        /// <param name="canPlace"></param>
-        public void CheckCanPlace(bool canPlace)
-        {
-            canPlaceRenderer.enabled = canPlace;
-            if (canPlace)
-            {
-                SetSelect(false);
-            }
-        }
+        public Renderer towerVSRenderer;
 
         /// <summary>
-        /// 设置当前材质
+        /// 塔的虚影
         /// </summary>
-        /// <param name="isSelect"></param>
-        public void SetSelect(bool isSelect)
+        public Material towerVSMat;
+
+        public Texture fire, wood, water;
+
+        private Vector3 fireScale = new Vector3(1f, 1f, 1f);
+        private Vector3 woodScale = new Vector3(0.8f, 1.12f, 1f);
+        private Vector3 waterScale = new Vector3(1.55f, 1.35f, 1f);
+
+        private Vector3 fireOffectp = new Vector3(-0.05f, 0f, 0.15f);
+        private Vector3 woodOffectp = new Vector3(0.0f, 0f, 0.3f);
+        private Vector3 waterOffectp = new Vector3(0.0f, 0f, 0.47f);
+
+        public void SetTowerVirtualshadow(string towerName)
         {
-            canPlaceRenderer.material = isSelect ? selectMat : canPlaceMat;
+            if (towerName.StartsWith("GrowUpTower"))
+            {
+                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
+
+                //火元素
+                towerVSMat.SetTexture(shaderPropertyName, fire);
+                towerVSRenderer.transform.localScale = fireScale;
+                towerVSRenderer.transform.localPosition = fireOffectp;
+
+            }
+            else if (towerName.StartsWith("BlinkTower"))
+            {
+                //木元素
+                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
+
+                towerVSMat.SetTexture(shaderPropertyName, wood);
+                towerVSRenderer.transform.localScale = woodScale;
+                towerVSRenderer.transform.localPosition = woodOffectp;
+
+            }
+            else if (towerName.StartsWith("CopyCatTower"))
+            {
+                //水元素
+                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
+
+                towerVSMat.SetTexture(shaderPropertyName, water);
+                towerVSRenderer.transform.localScale = waterScale;
+                towerVSRenderer.transform.localPosition = waterOffectp;
+            }
+        }
+        string shaderPropertyName;
+
+        /// <summary>
+        /// Start is called on the frame when a script is enabled just before
+        /// any of the Update methods is called the first time.
+        /// </summary>
+        void Start()
+        {
+            // shaderPropertyName = ShaderUtil.GetPropertyName(towerVSMat.shader, 0);
+            shaderPropertyName = "_MainTex";
+            //Debug.Log("获取到了Shader的名字" + shaderPropertyName);
+            towerVSRenderer.enabled = false;
         }
 
 
@@ -139,6 +284,7 @@
                         tileRenderer.sharedMaterial = waitBuyMat;
                     break;
                 case PlacementGridType.EGridOpen:
+                    //Debug.Log("开了塔" + EndlessLevelManager.instanceExists);
                     if (EndlessLevelManager.instanceExists)
                     {
                         tileRenderer.enabled = false;
@@ -148,6 +294,9 @@
                         if (tileRenderer != null && openMat != null)
                             tileRenderer.sharedMaterial = openMat;
                     }
+
+                    SetWarning(false);
+
                     break;
                 case PlacementGridType.EGridDestroyed:
                     if (tileRenderer != null && destroyedMat != null)
@@ -155,5 +304,18 @@
                     break;
             }
         }
+
+        public void BuyPs()
+        {
+            myOpenPS?.Play();
+            AudioSourceManager.Ins.Play(AudioEnum.OpenTowerPlace);
+            EndlessRandomTower.instance.CheckMoney();
+        }
+
+        public void PutPs()
+        {
+            myPutPS?.Play();
+        }
+
     }
 }
\ No newline at end of file

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