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)
             {

--
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