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 | 270 +++++++++++++++++++++++++++++++++++++---------------- 1 files changed, 187 insertions(+), 83 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index d1bb3d0..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。 @@ -275,12 +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> @@ -346,6 +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) @@ -641,7 +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; } @@ -722,7 +743,7 @@ if (sTower && sTower != towerToMove) { - if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode) + if (towerToMove) return true; } } @@ -791,7 +812,9 @@ PlayUpgradeEffect(m_listTower[i]); } } + GameConfig.IsUpgradeTowerLevel = true; UpdateMinLevelArr(); + EndlessRandomTower.instance.UpdateDescDisplay(); } /// <summary> @@ -1025,9 +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) @@ -1053,24 +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)) @@ -1082,6 +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 @@ -1115,6 +1131,101 @@ 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 /// </summary> @@ -1127,31 +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 { @@ -1180,7 +1280,6 @@ /// <param name="pointerInfo"></param> public void onEndTowerDrag(PointerInfo pointerInfo) { - bool bSkill = false; if (temporaryMat != null) { //移动虚像隐藏 @@ -1194,8 +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; @@ -1221,11 +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); @@ -1246,29 +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); @@ -1283,7 +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); @@ -1672,6 +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()) { @@ -1704,6 +1790,7 @@ CancelGhostPlacement(); return false; } + PlaceGhost(pointer); } return true; @@ -1851,7 +1938,7 @@ { //火元素 PlayAppearEffect(worldPos, fireAppearEffect1); - PlayAppearEffect(worldPos, fireAppearEffect2); + //PlayAppearEffect(worldPos, fireAppearEffect2); if (Application.platform == RuntimePlatform.WindowsEditor) { //UnityEditor.EditorApplication.isPaused = true; @@ -1861,14 +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) @@ -2002,7 +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; @@ -2017,7 +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) || @@ -2106,6 +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。 @@ -2115,7 +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); } @@ -2202,7 +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(); @@ -2275,7 +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 @@ -2497,6 +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) @@ -2534,7 +2635,6 @@ m_CurrentTower.fadeOutAttackArea(); } - MoveGhostOntoWorld(npt.ray, hideWhenInvalid); } } @@ -2552,6 +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(); @@ -2573,8 +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; @@ -2601,10 +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