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);

--
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