From dfef71ead81e5a7c84115f1e4d3eb9c8c7a0e07c Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Thu, 03 Dec 2020 18:59:00 +0800
Subject: [PATCH] 新手卡主问题

---
 Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs |  228 +++++++++++++++++++++++++++++++++++----------------------
 1 files changed, 140 insertions(+), 88 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
index af04ff7..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;
@@ -190,6 +185,21 @@
         /// 鼠标在移动一个Tower之前,要隐藏的Tower数据和指针。
         /// </summary>
         protected Tower towerToMove = null;
+
+        /// <summary>
+        /// UI界面对应的进度
+        /// </summary>
+        protected int uiCtlProgresss = 0;
+
+        /// <summary>
+        /// 宝石升级特效
+        /// </summary>
+        public GameObject TowerUpgradeEffect;
+
+        /// <summary>
+        /// 宝石出现特效
+        /// </summary>
+        public GameObject TowerAppearEffect;
 
         /// <summary>
         /// Fires when the <see cref="State"/> changes
@@ -342,6 +352,10 @@
 
         public void delTower(Tower t)
         {
+            // 删除Tower之前去掉充能条数据.
+            if (t.bInAttackMode)
+                t.DisableTowerUICtrl();
+
             // 删除Tower有可能对应的Timer.
             foreach (var tdata in towerTimeDic)
             {
@@ -580,6 +594,9 @@
                 break;
             }
 
+            //
+            // 重设界面数据
+            uiCtlProgresss = 0;
 
             // 从列表中删除Tower.并破坏Tower的外形。
             dragTowerLevel = towerOld.currentLevel;
@@ -587,11 +604,17 @@
             towerOld.showTower(false);
             towerToMove = towerOld;
 
+            if (towerOld.bInAttackMode)
+            {
+                int pro = towerOld.GetTowerUICtrlProgress();
+                uiCtlProgresss = pro;
+            }
+
             // 先删除,再设置移动相关。
             SetToDragMode(newT);
 
             if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
-                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
+                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
         }
 
         /// <summary>
@@ -675,7 +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:
@@ -835,7 +858,17 @@
                 // 开启相应的兵线:
                 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)
+                    {
+                        tw.SetTowerUICtlProcess(uiCtlProgresss);
+                        Debug.Log("设置当前的进度:" + uiCtlProgresss);
+                        uiCtlProgresss = 0;
+                    }
+                }
             }
             // 当前是Skill塔位的状态.
             else if (bSkill)
@@ -884,7 +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:
@@ -1108,17 +1141,11 @@
             {
                 throw new InvalidOperationException("Selected Tower is null");
             }
-            if (currentSelectedTower.isAtMaxLevel)
+            if (currentSelectedTower.IsMaxLevel)
             {
                 return;
             }
-            int upgradeCost = currentSelectedTower.GetCostForNextLevel();
-            bool successfulUpgrade = LevelManager.instance.currency.TryPurchase(upgradeCost);
-            if (successfulUpgrade)
-            {
-                currentSelectedTower.UpgradeTower();
-            }
-            //towerUI.Hide();
+            currentSelectedTower.UpgradeTower();
             DeselectTower();
         }
 
@@ -1135,7 +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。
@@ -1176,15 +1203,10 @@
             {
                 throw new InvalidOperationException("Selected Tower is null");
             }
-            int sellValue = currentSelectedTower.GetSellLevel();
-            if (LevelManager.instanceExists && sellValue > 0)
-            {
-                LevelManager.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();
         }
 
@@ -1204,12 +1226,7 @@
             {
                 return;
             }
-            int cost = m_CurrentTower.controller.purchaseCost;
-            bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost);
-            if (successfulPurchase)
-            {
-                PlaceTower();
-            }
+            PlaceTower();
         }
 
         /// <summary>
@@ -1249,6 +1266,7 @@
                         //UpgradeSelectedTower();
                         // 新的代码,合并升级为随机塔防类型.
                         randomUpgradeTower();
+
                     }
                 }
                 else
@@ -1273,14 +1291,36 @@
                 CancelGhostPlacement();
                 return;
             }
-            int cost = m_CurrentTower.controller.purchaseCost;
-            if (zeroCost)
-                cost = 0;
-            bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost);
-            if (successfulPurchase)
+            PlaceGhost(pointer);
+        }
+
+        /// <summary>
+        /// 播放升级特效
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void PlayUpgradeEffect(Tower newTower)
+        {
+            GameObject effect = TowerUpgradeEffect;
+
+            if (newTower.towerFeature == EFeatureTower.NULL)
             {
-                PlaceGhost(pointer);
+                string path = $"UI/ToBattle_{newTower.ElfId}";
+                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);
         }
 
         /// <summary>
@@ -1365,7 +1405,7 @@
             {
                 return false;
             }
-            return LevelManager.instance.currency.CanAfford(m_CurrentTower.controller.purchaseCost);
+            return true;
         }
 
         /// <summary>
@@ -1374,7 +1414,7 @@
         /// <exception cref="InvalidOperationException">
         /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
         /// </exception>
-        public void PlaceTower(int lvl = 0, bool opponent = false)
+        public void PlaceTower(int lvl = 0, bool opponent = false, bool isUpgrade = false)
         {
             if (!isBuilding)
                 throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1402,11 +1442,39 @@
 
             CancelGhostPlacement();
 
+            if (!opponent)
+            {
+                if (!isUpgrade)
+                    PlayAppearEffect(createdTower.transform.position);
+                else
+                    PlayUpgradeEffect(createdTower);
+            }
+
             // 处理成长骰子,复制骰子等等功能.
             if (lvl == 0)
             {
                 ProcessFeatureTower(createdTower);
             }
+        }
+
+        /// <summary>
+        /// 播放宝石出现特效
+        /// </summary>
+        public void PlayAppearEffect(Vector3 worldPos)
+        {
+            GameObject obj = Instantiate(TowerAppearEffect);
+            obj.transform.position = worldPos;
+            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);
         }
 
         /// <summary>
@@ -1572,7 +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);
                 }
 
             }
@@ -1585,8 +1653,10 @@
         /// <param name="x"></param>
         /// <param name="y"></param>
         /// <param name="val"></param>
-        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false)
+        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool poison = false)
         {
+            if (Mathf.FloorToInt(val) == 0) return;
+
             Vector3 spos = m_Camera.WorldToScreenPoint(wpos);
             TextMoveDoTween tm;
             if (crit)
@@ -1605,8 +1675,6 @@
             {
                 tm.GetComponent<Transform>().SetParent(GameObject.Find("BattleMainUI").GetComponent<Transform>(), true);
                 string bloodStr = "";
-                if (doubleHit)
-                    bloodStr += "Dble!";
                 if (crit)
                     bloodStr += "Crt!";
                 bloodStr += "-";
@@ -1671,7 +1739,7 @@
         /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
         /// </summary>
         /// <param name="tow"></param>
-        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0)
+        public void RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, bool isUpgrade = false)
         {
             // 获取IPlaceArea.
             if (m_CurrentArea == null)
@@ -1732,7 +1800,7 @@
                     OnSuccessBuyTower();
                 SetState(State.Building);
 
-                PlaceTower(lvl);
+                PlaceTower(lvl, false, isUpgrade);
             }
         }
 
@@ -1867,22 +1935,6 @@
             if (!LevelManager.instance)
                 return;
 
-        }
-
-        /// <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>
@@ -2109,15 +2161,39 @@
                     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.ElfId, createdTower.transform.position);
                 }
             }
+        }
+
+        /// <summary>
+        /// 播放宝石上阵特效
+        /// </summary>
+        /// <param name="ElfId">101 火,201 水,301 木</param>
+        /// <param name="worldPos">世界坐标</param>
+        public void PlayToAttackEffect(int ElfId, Vector3 worldPos)
+        {
+            string path = $"UI/ToBattle_{ElfId}";
+            GameObject prefab = Resources.Load<GameObject>(path);
+            GameObject obj = Instantiate(prefab);
+            obj.transform.position = worldPos;
+            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);
         }
 
         /// <summary>
@@ -2174,26 +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()
@@ -2210,10 +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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