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()

--
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