From e36f2a3ac098d6e89d3882f3354ec69c07e71e16 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Tue, 01 Dec 2020 15:55:40 +0800 Subject: [PATCH] 代码结构修改 --- Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs | 143 +++++++++++++++++++++++++++++++++++------------ 1 files changed, 106 insertions(+), 37 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs index d8db3e8..9ddc03f 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs @@ -196,6 +196,15 @@ /// </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 @@ -349,7 +358,7 @@ public void delTower(Tower t) { // 删除Tower之前去掉充能条数据. - if( t.bInAttackMode) + if (t.bInAttackMode) t.DisableTowerUICtrl(); // 删除Tower有可能对应的Timer. @@ -600,7 +609,7 @@ towerOld.showTower(false); towerToMove = towerOld; - if( towerOld.bInAttackMode) + if (towerOld.bInAttackMode) { int pro = towerOld.GetTowerUICtrlProgress(); uiCtlProgresss = pro; @@ -856,7 +865,7 @@ if (tw != null) { LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId); - + // 顺便设置界面的进展 if (uiCtlProgresss > 0) { @@ -1141,13 +1150,7 @@ { return; } - int upgradeCost = currentSelectedTower.GetCostForNextLevel(); - bool successfulUpgrade = LevelManager.instance.currency.TryPurchase(upgradeCost); - if (successfulUpgrade) - { - currentSelectedTower.UpgradeTower(); - } - //towerUI.Hide(); + currentSelectedTower.UpgradeTower(); DeselectTower(); } @@ -1205,15 +1208,10 @@ { 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(); } @@ -1233,12 +1231,7 @@ { return; } - int cost = m_CurrentTower.controller.purchaseCost; - bool successfulPurchase = LevelManager.instance.currency.TryPurchase(cost); - if (successfulPurchase) - { - PlaceTower(); - } + PlaceTower(); } /// <summary> @@ -1278,6 +1271,7 @@ //UpgradeSelectedTower(); // 新的代码,合并升级为随机塔防类型. randomUpgradeTower(); + } } else @@ -1302,14 +1296,36 @@ 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.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); } /// <summary> @@ -1394,7 +1410,7 @@ { return false; } - return LevelManager.instance.currency.CanAfford(m_CurrentTower.controller.purchaseCost); + return true; } /// <summary> @@ -1403,7 +1419,7 @@ /// <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"); @@ -1431,11 +1447,39 @@ 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> @@ -1614,8 +1658,10 @@ /// <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) @@ -1634,8 +1680,6 @@ { tm.GetComponent<Transform>().SetParent(GameObject.Find("BattleMainUI").GetComponent<Transform>(), true); string bloodStr = ""; - if (doubleHit) - bloodStr += "Dble!"; if (crit) bloodStr += "Crt!"; bloodStr += "-"; @@ -1700,7 +1744,7 @@ /// 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) @@ -1761,7 +1805,7 @@ OnSuccessBuyTower(); SetState(State.Building); - PlaceTower(lvl); + PlaceTower(lvl, false, isUpgrade); } } @@ -2145,11 +2189,36 @@ addTower(createdTower); dragTowerLevel = 0; CancelGhostPlacement(); + PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); } } } /// <summary> + /// 播放宝石上阵特效 + /// </summary> + /// <param name="attributeId">101 火,105 水,109 木</param> + /// <param name="worldPos">世界坐标</param> + public void PlayToAttackEffect(int attributeId, Vector3 worldPos) + { + string path = $"UI/ToBattle_{attributeId}"; + 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> /// Raycast onto tower placement areas /// </summary> /// <param name="pointer">The pointer we're testing</param> -- Gitblit v1.9.1