From c49c0e39e4c11a438014a0b0732ecf0968fceb5e Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Fri, 27 Nov 2020 20:58:36 +0800 Subject: [PATCH] 出二级宝石的时间不对的bug --- Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs | 226 ++++++++++++++++++-------------------------------------- 1 files changed, 74 insertions(+), 152 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs index 8e2e819..37e9c8a 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs @@ -14,15 +14,7 @@ // 当前类所在的Btn. 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; + //public Button skillBtn; /// <summary> /// 购买二级宝石的按钮贴图. @@ -47,9 +39,6 @@ // 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 +49,9 @@ // 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; // Start is called before the first frame update void Start() @@ -86,27 +76,38 @@ bSetBuyLvlUp = false; bCdTimeStart = false; + randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); + //skillBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.Skill_Bomb); }); + 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"; + //SkillDesc.text = $"购买{minLevel + 1}级技能宝石"; } public void ChangeBtnClickNormal() { randomBtn.onClick.RemoveAllListeners(); - randomBtn.onClick.AddListener(onClick); + //skillBtn.onClick.RemoveAllListeners(); + randomBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.NULL); }); + //skillBtn.onClick.AddListener(delegate () { onClick(EFeatureTower.Skill_Bomb); }); } public void ChangeBtnClick() { randomBtn.onClick.RemoveAllListeners(); + //skillBtn.onClick.RemoveAllListeners(); randomBtn.onClick.AddListener(() => { AudioSourceManager.Ins.Play(AudioEnum.UIDisable); }); + // skillBtn.onClick.AddListener(() => + // { + // AudioSourceManager.Ins.Play(AudioEnum.UIDisable); + // }); } /// <summary> @@ -115,37 +116,6 @@ 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 +164,7 @@ if (name == this.towerArray[ti].towerName) return towerArray[ti]; - return GetRandomTower(false); + return GetRandomTower(EFeatureTower.NULL); } /// <summary> @@ -222,135 +192,87 @@ /// <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); 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(false); + Tower newTower = GetRandomTower(towerType, false); if (!newTower) throw new Exception("未能成功产生Tower"); + RandomPlaceTower(newTower, -1, -1, -1, -1, true); + // 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 (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); - 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 - { - //Debug.Log("购买了多次了:" + tmpTowerName); - } - RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy); + // } + // else + // { + // RandomPlaceTower(newTower, -1, -1, -1, -1, false); + // } - } - 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 @@ -366,7 +288,7 @@ if (gameUI.isBuilding) gameUI.CancelGhostPlacement(); - if (EndlessUIStart.instance.GameStartTime >= LEVELUP_TOWER_TIME) + if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) { if (level == -1) level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); -- Gitblit v1.9.1