From bc14626b98377c39db4d77029326389bb34484a8 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Sat, 31 Oct 2020 16:59:37 +0800 Subject: [PATCH] boss动作、结算特效、选择部分特效,关卡流程的bug --- Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs | 45 +++++++++++++++++++++++++++++++++++++++++---- 1 files changed, 41 insertions(+), 4 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs b/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs index e9a31a2..1377390 100644 --- a/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs +++ b/Assets/Scripts/TowerDefense/UI/EndlessSettlement.cs @@ -41,6 +41,10 @@ public GameObject SettlementUI; + public GameObject EffectPrefabObject; + + private GameObject effectObj; + public void Init() { LazyLoad(); @@ -53,9 +57,6 @@ /// </summary> public void ReturnToMainMenu() { - if (GameConfig.IsNewbieGuideCompleted) - GameConfig.IsNewbie = false; - // 清空所有Tween数据: DOTween.Clear(); EndlessUIStart.bFirstLoaded = false; @@ -79,7 +80,24 @@ RefreshFinalWave(); RefreshPropList(); + EndlessMaskUI.instance.Show(); SettlementUI.SetActive(true); + PlayEffect(); + } + + private void PlayEffect() + { + if (effectObj == null) + { + effectObj = Instantiate(EffectPrefabObject); + GameObject particleSystemObject = GameObject.Find("ParticleSystemObject"); + effectObj.transform.SetParent(particleSystemObject.transform, false); + effectObj.transform.localPosition = new Vector3(0, 0, 36.6f); + effectObj.transform.localScale = new Vector3(3, 3, 3); + } + + ParticleSystem ps = effectObj.transform.GetChild(0).GetComponent<ParticleSystem>(); + ps.Play(); } /// <summary> @@ -87,7 +105,26 @@ /// </summary> protected void Victory() { + EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessLevelCompleted); EndlessUIStart.instance.Pause(); + + int showFavorite = PlayerPrefs.GetInt("GemBattleFavorite"); + + if (showFavorite == 0) + { + GameObject go = Instantiate(Resources.Load<GameObject>("UI/Favorite/FavoritePanel"), this.transform.root); + FavoritePanelUI panelUI = go.GetComponent<FavoritePanelUI>(); + panelUI.SetAC(ShowPanel); + + } + else + { + ShowPanel(); + } + } + + private void ShowPanel() + { OpenEndGameScreen(true); if (VictoryAudio != null && AudioSource != null) AudioSource.PlayOneShot(VictoryAudio); @@ -131,7 +168,7 @@ int level = EndlessLevelManager.instance.CurrentLevel; int wave = EndlessLevelManager.instance.WaveManager.CurrentWaveIndex; - FinalWaveText.text = $"最终波次:第{level}关,第{wave}波"; + FinalWaveText.text = $"第{level}关,第{wave}波"; } private void RefreshPropList() -- Gitblit v1.9.1