From dcbbe82ceca921e73e1789ae87ea8ac6a59c7bff Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Thu, 17 Dec 2020 15:54:41 +0800
Subject: [PATCH] 增加技能特效

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  282 +++++++++++++++++++++++++++++++++++++++----------------
 1 files changed, 198 insertions(+), 84 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 370dc0e..3814f55 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -137,12 +137,14 @@
         /// </summary>
         public Image FrostWord;
 
+        public Image RestrainWord;
+
         /// <summary>
         /// 购买塔防按钮上的Text.
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
 
-        protected bool tdBuyDisable = false;
+        public bool tdBuyDisable { get; protected set; } = false;
 
         /// <summary>
         /// 鼠标在移动一个Tower之前,要隐藏的Tower数据和指针。
@@ -199,6 +201,7 @@
                 return m_CurrentTower != null;
             }
         }
+
 
         // TowerList用于简单记录相关的数据
         protected List<Tower> m_listTower = new List<Tower>();
@@ -274,12 +277,12 @@
 
         //首次购买宝石特效
         public GameObject fireAppearEffect1;
-        public GameObject fireAppearEffect2;
+        //public GameObject fireAppearEffect2;
 
         public GameObject waterAppearEffect1;
-        public GameObject waterAppearEffect2;
+        //public GameObject waterAppearEffect2;
         public GameObject woodAppearEffect1;
-        public GameObject woodAppearEffect2;
+        //public GameObject woodAppearEffect2;
         /// <summary>
         /// 保存所有生成或合成的塔的最小等级
         /// </summary>
@@ -345,6 +348,25 @@
                     return lt;
             }
             return null;
+        }
+
+        /// <summary>
+        /// 根据塔位索引位置,查找位置上是否有对应的塔防数据。
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        /// <returns></returns>
+        public int GetTowerNum()
+        {
+            int num = 0;
+            foreach (Tower lt in m_listTower)
+            {
+                if (lt.gridPosition.y == 0 || lt.gridPosition.y == 1)
+                {
+                    num++;
+                }
+            }
+            return num;
         }
 
         public bool towerInList(Tower t)
@@ -640,7 +662,7 @@
 
             if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
             {
-                if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                 {
                     return true;
                 }
@@ -721,7 +743,7 @@
 
                 if (sTower && sTower != towerToMove)
                 {
-                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode)
+                    if (towerToMove)
                         return true;
                 }
             }
@@ -790,7 +812,9 @@
                     PlayUpgradeEffect(m_listTower[i]);
                 }
             }
+            GameConfig.IsUpgradeTowerLevel = true;
             UpdateMinLevelArr();
+            EndlessRandomTower.instance.UpdateDescDisplay();
         }
 
         /// <summary>
@@ -1024,9 +1048,12 @@
             if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
             {
                 checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
+
                 //下面是为了设置一个虚拟的塔
                 if (checkTowerPlaceTower != null)
                 {
+                    Debug.Log(checkTowerPlaceTower.name);
+
                     if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                     {
                         if (checkTowerPlaceTower.bInAttackMode)
@@ -1052,24 +1079,11 @@
                                     bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                 }
                             }
+                        }
 
-                        }
-                    }
-                    else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
-                    {
-                        //技能宝石没有上阵
-                        if (bInAttackModeTower == null)
-                        {
-                            bInAttackModeTower = checkTowerPlaceTower;
-                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
-                        }
-                        else if (bInAttackModeTower != checkTowerPlaceTower)
-                        {
 
-                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
-                            bInAttackModeTower = checkTowerPlaceTower;
-                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
-                        }
+                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
+
                     }
                 }
                 else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
@@ -1081,6 +1095,9 @@
                         {
                             //空格子
                             (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
                         }
                     }
                     else
@@ -1102,7 +1119,7 @@
             }
         }
 
-        void CloseCanPlace()
+        public void CloseCanPlace()
         {
             dragTowerPlacement.CloseCanPlace();
             if (bInAttackModeTower != null)
@@ -1113,6 +1130,101 @@
         }
 
         TowerPlacementGridEndless dragTowerPlacement;
+
+        public void CheckTowerPlaceNew(PointerInfo pointerInfo)
+        {
+            //return;
+            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
+            {
+                if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
+                {
+                    if (m_GridPosition.y == 0 || m_GridPosition.y == 1)
+                    {
+                        //Debug.Log("未上阵区域,不管有没有塔,都强行吸附");
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
+
+                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
+                    }
+                    else if (m_GridPosition.y == 2 || m_GridPosition.y == 3)
+                    {
+                        //Debug.Log("已上阵区域,如果是空格子就强行吸附,先判断是否有塔");
+
+                        checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
+
+                        if (checkTowerPlaceTower != null)
+                        {
+                            //Debug.Log(checkTowerPlaceTower.name);
+
+                            if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                            {
+                                if (checkTowerPlaceTower.bInAttackMode)
+                                {
+                                    //鼠标检测到了塔
+                                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
+                                }
+                                else
+                                {
+                                    if (!towerToMove.bInAttackMode)
+                                    {
+                                        //没有上阵
+                                        if (bInAttackModeTower == null)
+                                        {
+                                            bInAttackModeTower = checkTowerPlaceTower;
+                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
+                                        }
+                                        else if (bInAttackModeTower != checkTowerPlaceTower)
+                                        {
+
+                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
+                                            bInAttackModeTower = checkTowerPlaceTower;
+                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
+                                        }
+                                    }
+                                }
+                                m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
+                            }
+                        }
+                        else if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                        {
+                            //Debug.Log("空格子");
+
+                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
+                        }
+                        else
+                        {
+
+                            //Debug.Log($"上阵区域 m_GridPosition:{m_GridPosition.x} {m_GridPosition.y}   m_CurrentTower.controller.gridPosition:{m_CurrentTower.controller.gridPosition.x}  {m_CurrentTower.controller.gridPosition.y}");
+
+                            if (m_GridPosition == towerToMove.gridPosition)
+                            {
+                                //Debug.Log("在原来的地方");
+
+                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                                m_CurrentTower.transform.position = towerToMove.position;
+                            }
+                            else
+                            {
+                                CloseCanPlace();
+
+                                //Debug.Log("上阵区域,没有开放的塔位");
+                            }
+                        }
+                    }
+                }
+
+            }
+            else
+            {
+                dragTowerPlacement.CloseCanPlace();
+
+            }
+        }
+
 
         /// <summary>
         /// 目标位置是否是可攻击属性的空塔位
@@ -1126,31 +1238,20 @@
             Tower sTower = PickTowerInGrid(pointer);
             if (sTower != null)
             {
-
-                // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
-                // {
-                //     //说明可以合成
-                //     return sTower;
-                // }
-                // else
-                // {
-                //     return null;
-                // }
-
                 if (towerToMove)
                 {
-                    if (towerToMove.bInAttackMode)
-                    {
-                        return sTower;
-                    }
-                    else
-                    {
-                        if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
-                        {
-                            //说明可以合成
-                            return sTower;
-                        }
-                    }
+                    return sTower;
+                    // if (towerToMove.bInAttackMode)
+                    // {
+                    // }
+                    // else
+                    // {
+                    //     if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
+                    //     {
+                    //         //说明可以合成
+                    //         return sTower;
+                    //     }
+                    // }
                 }
                 else
                 {
@@ -1163,6 +1264,15 @@
         #endregion
 
         /// <summary>
+        /// 推拽结束,如果判断HasTower==true 就强行释放
+        /// </summary>
+        public void EndDragCancelPlaceTower()
+        {
+            Debug.Log("强行释放了m_CurrentTower");
+            CancelPlaceTower(null);
+        }
+
+        /// <summary>
         /// 拖动一个Tower之后,松开鼠标或者EndDrag.
         /// 1: 目标点可合成,则直接合成。
         /// 2: 目标点不管是空白,还是不能放置Tower,都要让当前的Tower返回到原来的TowerPlace
@@ -1170,7 +1280,6 @@
         /// <param name="pointerInfo"></param>
         public void onEndTowerDrag(PointerInfo pointerInfo)
         {
-            bool bSkill = false;
             if (temporaryMat != null)
             {
                 //移动虚像隐藏
@@ -1184,8 +1293,10 @@
             }
 
             if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
-                bSkill = true;
-
+            {
+                Debug.LogError("只能移动3种塔");
+                return;
+            }
             if (GameConfig.IsNewbie)
             {
                 bool isCanChange = false;
@@ -1211,11 +1322,14 @@
             // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。
             if (isValidateCombineTarget(pointerInfo))
             {
+                //Debug.Log("isValidateCombineTarget");
                 TryPlaceTower(pointerInfo);
                 EndlessRandomTower.instance.UpdateDescDisplay();
             }
-            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
+            else if (isFreeAttackGrid(pointerInfo))
             {
+                //Debug.Log("isFreeAttackGrid:" + m_GridPosition);
+
                 if (!TryPlaceTower(pointerInfo, false))
                 {
                     CancelPlaceTower(pointerInfo);
@@ -1236,29 +1350,9 @@
             }
             else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
             {
-                CheckCanChangePos(pointerInfo);
-                if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME)
-                    UpgradeAllTowerMinLevel(1);
-            }
-            // 当前是Skill塔位的状态.
-            else if (bSkill)
-            {
-                if (SkillPlayEndDrag(pointerInfo))
-                {
-                    // 先释放掉当前的Ghost塔防.
-                    CancelGhostPlacement();
+                //Debug.Log("IsSubstitute");
 
-                    // 删除towerToMove,确保塔防数据不再出现多个
-                    if (towerToMove != null)
-                    {
-                        delTower(towerToMove);
-                        towerToMove.showTower(true);
-                        towerToMove.Sell();
-                        towerToMove = null;
-                    }
-                }
-                else
-                    CancelPlaceTower(pointerInfo);
+                CheckCanChangePos(pointerInfo);
             }
             else
                 CancelPlaceTower(pointerInfo);
@@ -1273,7 +1367,8 @@
             if (sTower == null)
                 return false;
 
-            if (sTower.bInAttackMode == towerToMove.bInAttackMode)
+            Debug.Log("开始检测是否可以交换塔");
+            //if (sTower.bInAttackMode == towerToMove.bInAttackMode)
             {
                 IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                 IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
@@ -1662,6 +1757,7 @@
         {
             if (!isBuilding) return false;
 
+            //Debug.Log("开始造塔" + m_GridPosition);
             // 判断是否格子上重复放置塔防
             if (!m_CurrentTower || !IsGhostAtValidPosition())
             {
@@ -1694,6 +1790,7 @@
                         CancelGhostPlacement();
                         return false;
                     }
+
                     PlaceGhost(pointer);
                 }
                 return true;
@@ -1841,7 +1938,7 @@
             {
                 //火元素
                 PlayAppearEffect(worldPos, fireAppearEffect1);
-                PlayAppearEffect(worldPos, fireAppearEffect2);
+                //PlayAppearEffect(worldPos, fireAppearEffect2);
                 if (Application.platform == RuntimePlatform.WindowsEditor)
                 {
                     //UnityEditor.EditorApplication.isPaused = true;
@@ -1851,14 +1948,14 @@
             {
                 //木元素
                 PlayAppearEffect(worldPos, woodAppearEffect1);
-                PlayAppearEffect(worldPos, woodAppearEffect2);
+                //PlayAppearEffect(worldPos, woodAppearEffect2);
 
             }
             else if (towerName.StartsWith("CopyCatTower"))
             {
                 //水元素
                 PlayAppearEffect(worldPos, waterAppearEffect1);
-                PlayAppearEffect(worldPos, waterAppearEffect2);
+                //PlayAppearEffect(worldPos, waterAppearEffect2);
             }
         }
         void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
@@ -1992,7 +2089,7 @@
         /// <summary>
         /// 随机放置Tower按钮禁止使用,灰掉.
         /// </summary>
-        protected void disableRandomTowerBtn()
+        public void disableRandomTowerBtn()
         {
             randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
             //randomTowerBtn.interactable = false;
@@ -2007,7 +2104,7 @@
         /// <summary>
         /// 随机购买Tower的按钮重设置为有效.
         /// </summary>
-        protected void enableRandomTowerBtn()
+        public void enableRandomTowerBtn()
         {
             // ATTENTION TO FIX: 再次判断是因为有的地方是直接调用
             if ((TowerPrice.instance.currentTowerPrice > EndlessLevelManager.instance.Currency.currentCurrency) ||
@@ -2096,6 +2193,18 @@
             obj.GetComponent<TextMoveDoTween>().FloatFrostWord(screenPos.x, screenPos.y);
         }
 
+        /// <summary>
+        /// 克制飘字
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void FloatRestrainWord(Vector3 worldPos)
+        {
+            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
+            GameObject obj = Instantiate(RestrainWord.gameObject);
+            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
+            obj.GetComponent<TextMoveDoTween>().FloatRestrainWord(screenPos.x, screenPos.y);
+        }
+
         private void Start()
         {
             // 获取相应的放置区域。
@@ -2105,7 +2214,7 @@
                 m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
                 dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
             }
-            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
+            //placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
             EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
         }
 
@@ -2192,7 +2301,6 @@
             bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
             if (!successfulPurchase) return false;
 
-            EndlessRandomTower.instance.UpdateDescDisplay();
             SetUpGhostTower(tow);
             //Debug.Log("设置影子塔防.");
             m_CurrentTower.Show();
@@ -2265,7 +2373,7 @@
                 //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString());
                 return;
             }
-            var controller = output.collider.GetComponent<Tower>();
+            Tower controller = output.collider.GetComponent<Tower>();
             if (controller != null)
             {
                 // 泡泡禁锢状态不允许拖动
@@ -2487,6 +2595,9 @@
             }
             else
             {
+                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
+
+                return;
                 // 根据技能塔的类型,来碰撞不同的数据:
                 // 火是列攻击:
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire)
@@ -2524,7 +2635,6 @@
                         m_CurrentTower.fadeOutAttackArea();
                 }
 
-                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
             }
         }
 
@@ -2542,6 +2652,7 @@
                 return;
             }
             m_GridPosition = m_CurrentArea.WorldToGrid(raycast.point, m_CurrentTower.controller.dimensions);
+            //Debug.Log("修改了m_GridPosition:" + m_GridPosition);
             TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
 
             m_CurrentTower.Show();
@@ -2563,8 +2674,9 @@
             {
                 RaycastHit hit;
 
+                Physics.Raycast(ray, out hit, float.MaxValue);
                 // check against all layers that the ghost can be on
-                Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
+                //Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
                 if (hit.collider == null)
                 {
                     return;
@@ -2591,10 +2703,12 @@
         /// <exception cref="InvalidOperationException">If we're not in the correct state</exception>
         protected void PlaceGhost(UIPointer pointer)
         {
-            MoveGhost(pointer);
+            //MoveGhost(pointer);
 
             if (m_CurrentArea != null)
             {
+                //Debug.Log("开始检测PlaceGhost:" + m_GridPosition);
+
                 TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
 
                 if (fits == TowerFitStatus.Fits)

--
Gitblit v1.9.1