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 | 710 +++++++++++++++++++++++++++++++++++++++++----------------- 1 files changed, 495 insertions(+), 215 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index dd297f4..3814f55 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -1,11 +1,8 @@ -using System.Globalization; -using Core.Health; +using Core.Health; using Core.Input; using Core.Utilities; -using DG.Tweening; using JetBrains.Annotations; using System; -using System.Collections; using System.Collections.Generic; using TMPro; using TowerDefense.Level; @@ -15,7 +12,6 @@ using UnityEngine.EventSystems; using UnityEngine.UI; using TowerDefense.Nodes; -using TowerDefense.Affectors; using KTGMGemClient; namespace TowerDefense.UI.HUD @@ -127,13 +123,28 @@ public TextMoveDoTween bloodCrit; /// <summary> + /// 减速飘字 + /// </summary> + public Image SlowDownWord; + + /// <summary> + /// 暴击飘字 + /// </summary> + public Image CritWord; + + /// <summary> + /// 冰冻飘字 + /// </summary> + public Image FrostWord; + + public Image RestrainWord; + + /// <summary> /// 购买塔防按钮上的Text. /// </summary> protected TextMeshProUGUI towerPriceText; - protected TextMeshProUGUI towerPriceText1; - - 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。 @@ -190,6 +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>(); @@ -265,12 +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> @@ -338,6 +350,25 @@ 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) { return m_listTower.Contains(t); @@ -351,7 +382,7 @@ { foreach (Tower tower in m_listTower) { - tower.bInAttackMode = canAttack; + tower.CanAttack = canAttack; } } @@ -571,7 +602,7 @@ if (tower.towerName != towerOld.towerName) continue; - newT = Instantiate(tower, transform); + newT = tower; break; } @@ -585,7 +616,7 @@ SetToDragMode(newT); if (towerOld.towerFeature == EFeatureTower.Skill_Bomb) - m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId); + m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId); } /// <summary> @@ -631,7 +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; } @@ -673,12 +704,16 @@ if (!m_CurrentTower || !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: UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); + + // 泡泡禁锢状态不允许合并 + if (sTower && sTower.IsStartBondage) return false; + if (sTower && sTower != towerToMove) { int testLvl = dragTowerLevel; @@ -703,9 +738,35 @@ UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); + // 泡泡禁锢状态不允许置换 + if (sTower && sTower.IsStartBondage) return false; + if (sTower && sTower != towerToMove) { - if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode) + if (towerToMove) + return true; + } + } + + return false; + } + + /// <summary> + /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生 + /// </summary> + /// <param name="pinfo"></param> + /// <returns></returns> + protected bool IsSubstituteGuide(PointerInfo pinfo) + { + if (!m_CurrentTower || !IsGhostAtValidPosition()) + { + // 判断格子上的塔防: + UIPointer pointer = WrapPointer(pinfo); + Tower sTower = PickTowerInGrid(pointer); + + if (sTower && sTower != towerToMove) + { + if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL) return true; } } @@ -734,18 +795,41 @@ } /// <summary> + /// 提升所有塔的等级,如果现在塔的等级 < level,设置等级为 level,如果 > level 不做改变 + /// </summary> + /// <param name="level">从0开始</param> + public void UpgradeAllTowerMinLevel(int level) + { + if (level < 0 || level > ElfUpgradeData.MaxTowerLevel - 1) return; + + for (int i = 0; i < m_listTower.Count; ++i) + { + if (m_listTower[i].currentLevel < level) + { + m_listTower[i].currentLevel = level; + m_listTower[i].CurrentTowerLevel.SetShowLevel(level + 1); + m_listTower[i].CurrentTowerLevel.SetScale(level + 1); + PlayUpgradeEffect(m_listTower[i]); + } + } + GameConfig.IsUpgradeTowerLevel = true; + UpdateMinLevelArr(); + EndlessRandomTower.instance.UpdateDescDisplay(); + } + + /// <summary> /// 成长骰子升级为高一级别的随机骰子. /// </summary> /// <param name="tower"></param> protected void growUpTower(Tower tower) { - Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); + Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL); // 所有的Tower不能升级成为FeatureTower. int maxLoop = 20; while (newTower.towerFeature != EFeatureTower.NULL) { - newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); + newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL); maxLoop--; if (maxLoop <= 0) { @@ -840,6 +924,7 @@ EndlessBossSkillManager.instance.ClearSkillList(); EndlessBossHPManager.instance.SwitchHP(true); EndlessBossHPManager.instance.SetCurrentHP(0); + EndlessLevelManager.instance.WaveManager.HideTunel(); // 停止所有兵线的出兵 for (int i = 0; i < TotalWaveLines; ++i) @@ -849,6 +934,7 @@ // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁 WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList(); + GameOver(); for (int i = 0; i < waveLineAgentIns.Length; ++i) { @@ -858,7 +944,6 @@ } } - GameOver(); overTimer = new Timer(1.2f, SafelyCallGameOverEvent); } @@ -882,6 +967,13 @@ { if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) { + // if (m_CurrentArea != null && m_CurrentTower.controller.gridPosition.y >= 2) + // { + // //修改为只要开启格子都可以放 + // (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_CurrentTower.controller.gridPosition.x, m_CurrentTower.controller.gridPosition.y, false, ""); + // //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); + // } + return; List<IntVector2> allTowerP = null;//排除不能合成的 // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 @@ -944,6 +1036,8 @@ } } + Tower checkTowerPlaceTower;//移动时候查看鼠标是否检测到有塔 + Tower bInAttackModeTower;//在合成区的塔 /// <summary> /// 检查符合条件的塔 /// </summary> @@ -953,33 +1047,71 @@ //return; if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless) { - //下面是为了设置一个虚拟的塔 - if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) - { - //Debug.Log("得到了一个空的塔位"); + checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo); - (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, ""); - //if(temporaryMat) + //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) + { + //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_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) { + //查看是否是一个空格子 if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) { - (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName); + if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + //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 { - (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); + CloseCanPlace(); } } else { - (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace(); + CloseCanPlace(); } } else { - //Debug.Log("什么情况"); if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) { dragTowerPlacement.CloseCanPlace(); @@ -987,34 +1119,158 @@ } } + public void CloseCanPlace() + { + dragTowerPlacement.CloseCanPlace(); + if (bInAttackModeTower != null) + { + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); + bInAttackModeTower = null; + } + } + 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> /// <param name="pinfo"></param> /// <returns></returns> - protected bool isFreeAttackGridOnDrag(PointerInfo pinfo) + protected Tower isFreeAttackGridOnDrag(PointerInfo pinfo) { // 判断格子上的塔防: UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); if (sTower != null) { - if (sTower.bInAttackMode && towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) + if (towerToMove) { - //说明可以合成 - return true; + return sTower; + // if (towerToMove.bInAttackMode) + // { + // } + // else + // { + // if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) + // { + // //说明可以合成 + // return sTower; + // } + // } } else { - return false; + return null; } } - return false; + return null; } #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. @@ -1024,7 +1280,6 @@ /// <param name="pointerInfo"></param> public void onEndTowerDrag(PointerInfo pointerInfo) { - bool bSkill = false; if (temporaryMat != null) { //移动虚像隐藏 @@ -1038,17 +1293,44 @@ } 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; + if (EndlessLevelManager.instanceExists && IsSubstituteGuide(pointerInfo)) + { + isCanChange = CheckCanChangePos(pointerInfo); + } + if (isCanChange) + { + GuideCtrl.Ins.DragDone(); + Debug.Log("交换了位置"); + } + else + { + GuideCtrl.Ins.EndDrag5_1(); + CancelPlaceTower(pointerInfo); + Debug.Log("没有放置在火塔上"); + } + + return; + } // 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)) { - if (!TryPlaceTower(pointerInfo, false, true)) + //Debug.Log("isFreeAttackGrid:" + m_GridPosition); + + if (!TryPlaceTower(pointerInfo, false)) { CancelPlaceTower(pointerInfo); Debug.Log("这里需要返回原位"); @@ -1063,62 +1345,45 @@ towerToMove.Sell(); towerToMove = null; } + if (m_CurrentTower != null && m_CurrentTower.controller != null) + Destroy(m_CurrentTower.controller.gameObject); } else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo)) { - // 可以发生置换 - UIPointer pointer = WrapPointer(pointerInfo); - // 格子上的塔 - Tower sTower = PickTowerInGrid(pointer); + //Debug.Log("IsSubstitute"); - 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); - - if (m_CurrentArea == null) - { - CancelGhostPlacement(); - towerToMove.showTower(true); - } - else - { - Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false); - Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false); - - if (towerToMove != null) - { - delTower(towerToMove); - towerToMove.showTower(true); - towerToMove.Sell(); - towerToMove = null; - } - - delTower(sTower); - sTower.showTower(true); - sTower.Sell(); - sTower = null; - - CancelGhostPlacement(); - - newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions); - newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions); - - //强制交换塔的时候检查自身充能条 - newTower1.CheckCtrl(); - newTower2.CheckCtrl(); - } - } + CheckCanChangePos(pointerInfo); } - // 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(); + else + CancelPlaceTower(pointerInfo); + } - // 删除towerToMove,确保塔防数据不再出现多个 + private bool CheckCanChangePos(PointerInfo pointerInfo) + { + // 可以发生置换 + UIPointer pointer = WrapPointer(pointerInfo); + // 格子上的塔 + Tower sTower = PickTowerInGrid(pointer); + if (sTower == null) + return false; + + 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); + + if (m_CurrentArea == null) + { + CancelGhostPlacement(); + towerToMove.showTower(true); + return false; + } + else + { + Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false); + Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false); + if (towerToMove != null) { delTower(towerToMove); @@ -1126,13 +1391,30 @@ towerToMove.Sell(); towerToMove = null; } + + delTower(sTower); + sTower.showTower(true); + sTower.Sell(); + sTower = null; + + CancelGhostPlacement(); + + newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions); + newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions); + + //强制交换塔的时候检查自身充能条 + newTower1.CheckCtrl(); + newTower2.CheckCtrl(); + //Debug.Log($"newTower1:{newTower1.towerName} newTower2:{newTower2.towerName}"); + + TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x, newTower2.gridPosition.y); + return true; } - else - CancelPlaceTower(pointerInfo); } - else - CancelPlaceTower(pointerInfo); + return false; + } + /// <summary> /// 强制放置塔,主要是用于新手 @@ -1147,8 +1429,7 @@ Tower controller = currentTower.controller; Tower createdTower = Instantiate(controller); createdTower.PlayWaveLineFlash = playEffect; - createdTower.Initialize(m_CurrentArea, pos); - createdTower.SetLevel(level - 1); + createdTower.Initialize(m_CurrentArea, pos, level - 1); if (playEffect) PlayUpgradeEffect(createdTower); @@ -1177,7 +1458,7 @@ ray = m_Camera.ScreenPointToRay(tp.currentPosition) }; - int sId = towerToMove.attributeId; + int sId = towerToMove.ElfId; int sLevel = towerToMove.currentLevel; // 火是列攻击: @@ -1267,7 +1548,7 @@ /// Attempt to position a tower at the given location /// </summary> /// <param name="pointerInfo">The pointer we're using to position the tower</param> - public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false, bool zeroCost = false) + public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false) { UIPointer pointer = WrapPointer(pointerInfo); @@ -1278,9 +1559,7 @@ return false; } - BuyTower(pointer, force, zeroCost); - - return true; + return BuyTower(pointer, force); } /// <summary> @@ -1380,16 +1659,11 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) { return; } - int upgradeCost = currentSelectedTower.GetCostForNextLevel(); - bool successfulUpgrade = EndlessLevelManager.instance.Currency.TryPurchase(upgradeCost); - if (successfulUpgrade) - { - currentSelectedTower.UpgradeTower(); - } + currentSelectedTower.UpgradeTower(); DeselectTower(); } @@ -1406,13 +1680,14 @@ { throw new InvalidOperationException("Selected Tower is null"); } - if (currentSelectedTower.isAtMaxLevel) + if (currentSelectedTower.IsMaxLevel) return false; // 直接随机升级,零成本。 // 1:记录当前Tower的Level,删除当前的Tower. 2:从TowerLib中随机找一个高一级别的Tower. string towerName = currentSelectedTower.towerName; - if (currentSelectedTower.towerFeature == EFeatureTower.NULL) + + if (currentSelectedTower.towerFeature == EFeatureTower.NULL && GameConfig.CreateRandomTower) towerName = ""; int towerLvl = currentSelectedTower.currentLevel + 1; int posx = currentSelectedTower.gridPosition.x; @@ -1445,15 +1720,10 @@ { throw new InvalidOperationException("Selected Tower is null"); } - int sellValue = currentSelectedTower.GetSellLevel(); - if (EndlessLevelManager.instanceExists && sellValue > 0) - { - EndlessLevelManager.instance.Currency.AddCurrency(sellValue); - currentSelectedTower.Sell(); + currentSelectedTower.Sell(); - // 从列表中删除Tower. - delTower(currentSelectedTower); - } + // 从列表中删除Tower. + delTower(currentSelectedTower); DeselectTower(); } @@ -1473,12 +1743,7 @@ { return; } - int cost = m_CurrentTower.controller.purchaseCost; - bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); - if (successfulPurchase) - { - PlaceTower(); - } + PlaceTower(); } /// <summary> @@ -1488,10 +1753,11 @@ /// Throws exception when not in a build mode or when tower is not a valid position /// </exception> /// </summary> - public void BuyTower(UIPointer pointer, bool force = false, bool zeroCost = false) + public bool BuyTower(UIPointer pointer, bool force = false) { - if (!isBuilding) return; + 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()) { @@ -1522,11 +1788,12 @@ if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null) { CancelGhostPlacement(); - return; + return false; } + PlaceGhost(pointer); } - return; + return true; } // 这是判断是否超出了格子 @@ -1534,17 +1801,16 @@ if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null) { CancelGhostPlacement(); - return; + return false; } - int cost = m_CurrentTower.controller.purchaseCost; - if (zeroCost) - cost = 0; - bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); + bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(0); if (successfulPurchase) { PlaceGhost(pointer); } + + return true; } /// <summary> @@ -1553,28 +1819,8 @@ /// <param name="worldPos"></param> public void PlayUpgradeEffect(Tower newTower) { - newTower.currentTowerLevel.PlayUpGradeEffect(); - // GameObject effect = TowerUpgradeEffectPrefab; - - // if (newTower.towerFeature == EFeatureTower.NULL) - // { - // string path = $"UI/ToBattle_{newTower.attributeId}"; - // GameObject prefab = Resources.Load<GameObject>(path); - // effect = Instantiate(prefab); - // } - - // // 在sTower的位置播放升级特效 - // GameObject obj = Instantiate(effect); - // obj.transform.position = newTower.transform.position; - // Vector3 pos = obj.transform.position; - // pos.y += 5f; - // obj.transform.position = pos; - // ParticleSystem ps = obj.GetComponent<ParticleSystem>(); - - // if (ps == null) - // ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>(); - // ps.Play(); - // Destroy(obj, ps.main.duration); + newTower.CurrentTowerLevel.PlayUpGradeEffect(); + AudioSourceManager.Ins.Play(AudioEnum.Upgrade); } /// <summary> @@ -1633,7 +1879,7 @@ if (m_CurrentTower == null || m_CurrentArea == null) return false; - return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost); + return true; } /// <summary> @@ -1692,7 +1938,7 @@ { //火元素 PlayAppearEffect(worldPos, fireAppearEffect1); - PlayAppearEffect(worldPos, fireAppearEffect2); + //PlayAppearEffect(worldPos, fireAppearEffect2); if (Application.platform == RuntimePlatform.WindowsEditor) { //UnityEditor.EditorApplication.isPaused = true; @@ -1702,14 +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) @@ -1821,16 +2067,16 @@ if (!towerPriceText) { towerPriceText = randomTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>(); - towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>(); + //towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>(); if (towerPriceText) towerPriceText.text = tpMgr.currentTowerPrice.ToString(); - if (towerPriceText1) - towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); + // if (towerPriceText1) + // towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); } else { towerPriceText.text = tpMgr.currentTowerPrice.ToString(); - towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); + //towerPriceText1.text = tpMgr.currentTowerPrice.ToString(); } // 无法支付新的塔防价格,按钮变灰. @@ -1843,14 +2089,14 @@ /// <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; if (towerPriceText) { towerPriceText.color = new Color(0.5f, 0.5f, 0.5f); - towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f); + //towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f); } tdBuyDisable = true; } @@ -1858,7 +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) || @@ -1868,7 +2114,7 @@ if (towerPriceText) { towerPriceText.color = new Color(1.0f, 1.0f, 1.0f); - towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f); + //towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f); } if (randomTowerBtn) @@ -1905,17 +2151,58 @@ } if (tm) { - tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI").GetComponent<Transform>(), true); - string bloodStr = ""; - if (doubleHit) - bloodStr += "Dble!"; - if (crit) - bloodStr += "Crt!"; - bloodStr += "-"; + tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true); + string bloodStr = "-"; bloodStr += ((Int64)val).ToString(); tm.moveBloodText(spos.x, spos.y, bloodStr, crit); } + } + + /// <summary> + /// 减速飘字 + /// </summary> + public void FloatSlowDownWord(Vector3 worldPos) + { + Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos); + GameObject obj = Instantiate(SlowDownWord.gameObject); + obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false); + obj.GetComponent<TextMoveDoTween>().FloatSlowDownWord(screenPos.x, screenPos.y); + } + + /// <summary> + /// 暴击飘字 + /// </summary> + public void FloatCritWord(Vector3 worldPos) + { + Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos); + GameObject obj = Instantiate(CritWord.gameObject); + obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false); + obj.GetComponent<TextMoveDoTween>().FloatCritWord(screenPos.x, screenPos.y); + } + + /// <summary> + /// 冰冻飘字 + /// </summary> + /// <param name="worldPos"></param> + public void FloatFrostWord(Vector3 worldPos) + { + Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos); + GameObject obj = Instantiate(FrostWord.gameObject); + obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false); + 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() @@ -1927,7 +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); } @@ -2014,7 +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(); @@ -2082,14 +2368,17 @@ RaycastHit output; // River: Raycast的碰撞是游戏内物品的Collider进行碰撞检测的 bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer); - if (!hasHit)//|| uiPointer.overUI) + if (!hasHit || uiPointer.overUI) { //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 + if (controller.IsStartBondage) return; + SelectTower(controller); } @@ -2097,7 +2386,21 @@ CalSelTowerScreenOffset(info, controller); } + public void OnPressed(PointerInfo info) + { + UIPointer uiPointer = WrapPointer(info); + RaycastHit output; + bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer); + if (uiPointer.overUI) return; + + if (hasHit) + { + Tower controller = output.collider.GetComponent<Tower>(); + if (controller != null) + controller.OnPressed(); + } + } /// <summary> /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。 @@ -2172,22 +2475,6 @@ m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>(); //m_Camera = GetComponent<Camera>(); TowerDestroyArr = new bool[5, AttackRowNumbers]; - } - - /// <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> @@ -2308,6 +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) @@ -2345,7 +2635,6 @@ m_CurrentTower.fadeOutAttackArea(); } - MoveGhostOntoWorld(npt.ray, hideWhenInvalid); } } @@ -2363,6 +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(); @@ -2384,8 +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; @@ -2412,10 +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) @@ -2423,12 +2716,11 @@ // Place the ghost 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); - PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); + PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position); dragTowerLevel = 0; CancelGhostPlacement(); } @@ -2438,23 +2730,11 @@ /// <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 = ""; - if (attributeId == 101) - { - path = "UI/Effect_Elf_Huo_DengChang_101"; - } - else if (attributeId == 105) - { - path = "UI/Effect_Elf_Shui_DengChang_105"; - } - else if (attributeId == 109) - { - path = "UI/Effect_Elf_Mu_DengChang_109"; - } + string path = $"UI/DengChang_{ElfId}"; GameObject prefab = Resources.Load<GameObject>(path); GameObject obj = Instantiate(prefab); -- Gitblit v1.9.1