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) { -- Gitblit v1.9.1