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 | 46 ++++++++++++++++++++++++++++++++-------------- 1 files changed, 32 insertions(+), 14 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index 89510c1..3814f55 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -144,7 +144,7 @@ /// </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。 @@ -277,12 +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> @@ -348,6 +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) @@ -793,7 +812,9 @@ PlayUpgradeEffect(m_listTower[i]); } } + GameConfig.IsUpgradeTowerLevel = true; UpdateMinLevelArr(); + EndlessRandomTower.instance.UpdateDescDisplay(); } /// <summary> @@ -1133,7 +1154,7 @@ if (checkTowerPlaceTower != null) { - Debug.Log(checkTowerPlaceTower.name); + //Debug.Log(checkTowerPlaceTower.name); if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) { @@ -1332,8 +1353,6 @@ //Debug.Log("IsSubstitute"); CheckCanChangePos(pointerInfo); - if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) - UpgradeAllTowerMinLevel(1); } else CancelPlaceTower(pointerInfo); @@ -1771,7 +1790,7 @@ CancelGhostPlacement(); return false; } - + PlaceGhost(pointer); } return true; @@ -1919,7 +1938,7 @@ { //火元素 PlayAppearEffect(worldPos, fireAppearEffect1); - PlayAppearEffect(worldPos, fireAppearEffect2); + //PlayAppearEffect(worldPos, fireAppearEffect2); if (Application.platform == RuntimePlatform.WindowsEditor) { //UnityEditor.EditorApplication.isPaused = true; @@ -1929,14 +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) @@ -2070,7 +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; @@ -2085,7 +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) || @@ -2282,7 +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(); -- Gitblit v1.9.1