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/GameUI.cs | 72 ++++++----------------------------- 1 files changed, 13 insertions(+), 59 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs index 9ddc03f..e035626 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs @@ -103,11 +103,6 @@ public State state { get; private set; } /// <summary> - /// 局内塔防类型的升级数据 - /// </summary> - public List<SceneTowerLvl> sceneTowerLvlList; - - /// <summary> /// The currently selected tower /// </summary> public LayerMask placementAreaMask; @@ -619,7 +614,7 @@ SetToDragMode(newT); if (towerOld.towerFeature == EFeatureTower.Skill_Bomb) - m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId); + m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId); } /// <summary> @@ -703,7 +698,7 @@ if (m_CurrentTower == null || !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: @@ -864,7 +859,7 @@ Tower tw = FindTowerWithGridIdx(m_GridPosition.x, m_GridPosition.y); if (tw != null) { - LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId); + LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.ElfId); // 顺便设置界面的进展 if (uiCtlProgresss > 0) @@ -922,7 +917,7 @@ ray = m_Camera.ScreenPointToRay(tp.currentPosition) }; - int sId = towerToMove.attributeId; + int sId = towerToMove.ElfId; int sLevel = towerToMove.currentLevel; // 火是列攻击: @@ -1146,7 +1141,7 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) { return; } @@ -1167,7 +1162,7 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) return false; // 直接随机升级,零成本。 @@ -1309,7 +1304,7 @@ if (newTower.towerFeature == EFeatureTower.NULL) { - string path = $"UI/ToBattle_{newTower.attributeId}"; + string path = $"UI/ToBattle_{newTower.ElfId}"; GameObject prefab = Resources.Load<GameObject>(path); effect = Instantiate(prefab); } @@ -1645,7 +1640,7 @@ if (lvl == 0) { Tower tw = OpponentMgr.instance.getTower(tposx, tposy); - LevelManager.instance.startWaveLine(tposx, true, tw.attributeId); + LevelManager.instance.startWaveLine(tposx, true, tw.ElfId); } } @@ -1943,22 +1938,6 @@ } /// <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() @@ -2182,14 +2161,13 @@ 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); dragTowerLevel = 0; CancelGhostPlacement(); - PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); + PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position); } } } @@ -2197,11 +2175,11 @@ /// <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/ToBattle_{attributeId}"; + string path = $"UI/ToBattle_{ElfId}"; GameObject prefab = Resources.Load<GameObject>(path); GameObject obj = Instantiate(prefab); obj.transform.position = worldPos; @@ -2272,26 +2250,6 @@ } /// <summary> - /// 更新每一个 - /// </summary> - protected void updateSceneTowerUpgradeStatus() - { - bool zeroTower = m_listTower.Count == 0; - int tlen = sceneTowerLvlList.Count; - /* for( int ti = 0;ti<tlen;ti ++) - { - SceneTowerLvl stl = sceneTowerLvlList[ti]; - bool cashEnable = LevelManager.instance.currency.currentCurrency >= stl.upgradeCash; - if (zeroTower) - cashEnable = false; - if( cashEnable != stl.canInteract) - { - stl.enableSceneTower(cashEnable); - } - }*/ - } - - /// <summary> /// Modifies the valid rendering of the ghost tower once there is enough currency /// </summary> protected virtual void OnCurrencyChanged() @@ -2308,10 +2266,6 @@ var tpMgr = TowerPrice.instance; if (tpMgr.currentTowerPrice > LevelManager.instance.currency.currentCurrency) disableRandomTowerBtn(); - - // 处理场景内升级相关的内容 - updateSceneTowerUpgradeStatus(); - if (!isBuilding || m_CurrentTower == null || m_CurrentArea == null) { -- Gitblit v1.9.1