From cc7ed63c3efab2640c9cc56225519ab187fd7cbc Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Wed, 02 Dec 2020 11:30:15 +0800 Subject: [PATCH] 拓展塔等级上限 --- Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | 56 +++++++++++++++++++------------------------------------- 1 files changed, 19 insertions(+), 37 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index f9f067b..6e8daf1 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -585,7 +585,7 @@ SetToDragMode(newT); if (towerOld.towerFeature == EFeatureTower.Skill_Bomb) - m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId); + m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId); } /// <summary> @@ -673,7 +673,7 @@ if (!m_CurrentTower || !IsGhostAtValidPosition()) { // 最大级别的Tower不能再合并了. - if (towerToMove.isAtMaxLevel) + if (towerToMove.IsMaxLevel) return false; // 判断格子上的塔防: @@ -1004,14 +1004,14 @@ if (bInAttackModeTower == null) { bInAttackModeTower = checkTowerPlaceTower; - bInAttackModeTower.currentTowerLevel.SetCanPlace(true); + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); } else if (bInAttackModeTower != checkTowerPlaceTower) { - bInAttackModeTower.currentTowerLevel.SetCanPlace(false); + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); bInAttackModeTower = checkTowerPlaceTower; - bInAttackModeTower.currentTowerLevel.SetCanPlace(true); + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); } } @@ -1023,14 +1023,14 @@ if (bInAttackModeTower == null) { bInAttackModeTower = checkTowerPlaceTower; - bInAttackModeTower.currentTowerLevel.SetCanPlace(true); + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); } else if (bInAttackModeTower != checkTowerPlaceTower) { - bInAttackModeTower.currentTowerLevel.SetCanPlace(false); + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); bInAttackModeTower = checkTowerPlaceTower; - bInAttackModeTower.currentTowerLevel.SetCanPlace(true); + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); } } } @@ -1069,7 +1069,7 @@ dragTowerPlacement.CloseCanPlace(); if (bInAttackModeTower != null) { - bInAttackModeTower.currentTowerLevel.SetCanPlace(false); + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); bInAttackModeTower = null; } } @@ -1289,8 +1289,7 @@ Tower controller = currentTower.controller; Tower createdTower = Instantiate(controller); createdTower.PlayWaveLineFlash = playEffect; - createdTower.Initialize(m_CurrentArea, pos); - createdTower.SetLevel(level - 1); + createdTower.Initialize(m_CurrentArea, pos, level - 1); if (playEffect) PlayUpgradeEffect(createdTower); @@ -1319,7 +1318,7 @@ ray = m_Camera.ScreenPointToRay(tp.currentPosition) }; - int sId = towerToMove.attributeId; + int sId = towerToMove.ElfId; int sLevel = towerToMove.currentLevel; // 火是列攻击: @@ -1520,7 +1519,7 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) { return; } @@ -1541,7 +1540,7 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) return false; // 直接随机升级,零成本。 @@ -1678,7 +1677,7 @@ /// <param name="worldPos"></param> public void PlayUpgradeEffect(Tower newTower) { - newTower.currentTowerLevel.PlayUpGradeEffect(); + newTower.CurrentTowerLevel.PlayUpGradeEffect(); } /// <summary> @@ -2279,22 +2278,6 @@ } /// <summary> - /// 战场内所有的Tower实例都需要升级相关的数据. - /// 找到相同类型的所有Tower,然后进行局内升级的修改。 - /// </summary> - /// <param name="td"></param> - protected void towerUpgradeInBattle(TowerLevelUp tlu) - { - foreach (Tower tower in m_listTower) - { - if (tlu.towerName != tower.towerName) - continue; - tower.upGradeInSceneTL(); - } - return; - } - - /// <summary> /// Reset TimeScale if game is paused /// </summary> protected override void OnDestroy() @@ -2527,12 +2510,11 @@ // Place the ghost Tower controller = m_CurrentTower.controller; Tower createdTower = Instantiate(controller); - createdTower.Initialize(m_CurrentArea, m_GridPosition); - createdTower.SetLevel(dragTowerLevel); + createdTower.Initialize(m_CurrentArea, m_GridPosition, dragTowerLevel); // ATTENTION TO FIX:是否应该加入List: addTower(createdTower); - PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); + PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position); dragTowerLevel = 0; CancelGhostPlacement(); } @@ -2542,11 +2524,11 @@ /// <summary> /// 播放宝石上阵特效 /// </summary> - /// <param name="attributeId">101 火,105 水,109 木</param> + /// <param name="ElfId">101 火,201 水,301 木</param> /// <param name="worldPos">世界坐标</param> - public void PlayToAttackEffect(int attributeId, Vector3 worldPos) + public void PlayToAttackEffect(int ElfId, Vector3 worldPos) { - string path = $"UI/DengChang_{attributeId}"; + string path = $"UI/DengChang_{ElfId}"; GameObject prefab = Resources.Load<GameObject>(path); GameObject obj = Instantiate(prefab); -- Gitblit v1.9.1