From e5e16b76d8bee667f7e9b26bf6a816f66ba520d8 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Wed, 09 Dec 2020 18:14:58 +0800 Subject: [PATCH] 木桩瞄准特效大小 --- Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | 585 +++++++++++++++++++++++++++++++++++++++------------------- 1 files changed, 395 insertions(+), 190 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index cc81127..1ab09c4 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 @@ -127,11 +123,26 @@ 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; @@ -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>(); @@ -351,7 +363,7 @@ { foreach (Tower tower in m_listTower) { - tower.bInAttackMode = canAttack; + tower.CanAttack = canAttack; } } @@ -571,7 +583,7 @@ if (tower.towerName != towerOld.towerName) continue; - newT = Instantiate(tower, transform); + newT = tower; break; } @@ -585,7 +597,7 @@ SetToDragMode(newT); if (towerOld.towerFeature == EFeatureTower.Skill_Bomb) - m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId); + m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId); } /// <summary> @@ -673,12 +685,16 @@ 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 +719,35 @@ 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 && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode) + 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 +776,39 @@ } /// <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]); + } + } + UpdateMinLevelArr(); + } + + /// <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 +903,7 @@ 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 +913,7 @@ // 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 +923,6 @@ } } - GameOver(); overTimer = new Timer(1.2f, SafelyCallGameOverEvent); } @@ -882,30 +946,39 @@ { if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) { - List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的 + // 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 - if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1) + if (towerToMove) { - for (int i = 0; i < m_listTower.Count; i++) + if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1) { - if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) + allTowerP = new List<IntVector2>(); + for (int i = 0; i < m_listTower.Count; i++) { - // if (towerToMove.gridPosition != m_listTower[i].gridPosition) - // //说明可以合成 - // allPSTowerP.Add(m_listTower[i].gridPosition); - } - else - { - //把不符合条件的传进去 - allTowerP.Add(m_listTower[i].gridPosition); + if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) + { + // if (towerToMove.gridPosition != m_listTower[i].gridPosition) + // //说明可以合成 + // allPSTowerP.Add(m_listTower[i].gridPosition); + } + else + { + //把不符合条件的传进去 + allTowerP.Add(m_listTower[i].gridPosition); + } } } + } - else - { - allTowerP = null; - } + if (m_CurrentArea != null) { //修改为只要开启格子都可以放 @@ -942,6 +1015,8 @@ } } + 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> @@ -951,37 +1026,92 @@ //return; 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 (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + if (checkTowerPlaceTower != null) { - //Debug.Log("得到了一个空的塔位"); + 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) + { - (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, ""); - //if(temporaryMat) + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); + bInAttackModeTower = checkTowerPlaceTower; + 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); + } + } } 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); + } } 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(); } + } + } + + public void CloseCanPlace() + { + dragTowerPlacement.CloseCanPlace(); + if (bInAttackModeTower != null) + { + bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); + bInAttackModeTower = null; } } @@ -992,27 +1122,57 @@ /// </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 && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) + // { + // //说明可以合成 + // return sTower; + // } + // else + // { + // return null; + // } + + if (towerToMove) { - //说明可以合成 - return true; + if (towerToMove.bInAttackMode) + { + return sTower; + } + 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. @@ -1038,6 +1198,28 @@ if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL) bSkill = true; + 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)) { @@ -1046,10 +1228,9 @@ } else if (isFreeAttackGrid(pointerInfo) && !bSkill) { - if (!TryPlaceTower(pointerInfo, false, true)) + if (!TryPlaceTower(pointerInfo, false)) { CancelPlaceTower(pointerInfo); - Debug.Log("这里需要返回原位"); return; } @@ -1062,40 +1243,14 @@ 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); - - 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); - - 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); - } + CheckCanChangePos(pointerInfo); + if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) + UpgradeAllTowerMinLevel(1); } // 当前是Skill塔位的状态. else if (bSkill) @@ -1121,6 +1276,63 @@ CancelPlaceTower(pointerInfo); } + 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; + + 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); + 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(); + //Debug.Log($"newTower1:{newTower1.towerName} newTower2:{newTower2.towerName}"); + + TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x, newTower2.gridPosition.y); + return true; + } + } + return false; + + } + + /// <summary> /// 强制放置塔,主要是用于新手 /// </summary> @@ -1134,12 +1346,10 @@ 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); - addTower(createdTower); Destroy(currentTower.gameObject); @@ -1165,7 +1375,7 @@ ray = m_Camera.ScreenPointToRay(tp.currentPosition) }; - int sId = towerToMove.attributeId; + int sId = towerToMove.ElfId; int sLevel = towerToMove.currentLevel; // 火是列攻击: @@ -1208,6 +1418,7 @@ if (towerToMove) { towerToMove.showTower(true); + towerToMove.CheckCtrl(); // 处理复制骰子: if (towerToMove.towerFeature == EFeatureTower.CopyCat) @@ -1254,7 +1465,7 @@ /// 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); @@ -1265,9 +1476,7 @@ return false; } - BuyTower(pointer, force, zeroCost); - - return true; + return BuyTower(pointer, force); } /// <summary> @@ -1367,16 +1576,11 @@ { 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(); } @@ -1393,13 +1597,14 @@ { 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; @@ -1432,15 +1637,10 @@ { 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(); } @@ -1460,12 +1660,7 @@ { return; } - int cost = m_CurrentTower.controller.purchaseCost; - bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); - if (successfulPurchase) - { - PlaceTower(); - } + PlaceTower(); } /// <summary> @@ -1475,9 +1670,9 @@ /// 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; // 判断是否格子上重复放置塔防 if (!m_CurrentTower || !IsGhostAtValidPosition()) @@ -1509,11 +1704,11 @@ 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 @@ -1521,17 +1716,16 @@ 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> @@ -1540,28 +1734,8 @@ /// <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> @@ -1620,7 +1794,7 @@ if (m_CurrentTower == null || m_CurrentArea == null) return false; - return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost); + return true; } /// <summary> @@ -1808,16 +1982,16 @@ 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. @@ -1837,7 +2011,7 @@ 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; } @@ -1855,7 +2029,7 @@ 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) @@ -1874,6 +2048,8 @@ /// <param name="val"></param> public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false) { + if (Mathf.FloorToInt(val) == 0) return; + Vector3 spos = m_Camera.WorldToScreenPoint(wpos); TextMoveDoTween tm; if (crit) @@ -1890,17 +2066,58 @@ } 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() @@ -2067,7 +2284,7 @@ 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; @@ -2075,6 +2292,9 @@ var 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); } @@ -2082,7 +2302,21 @@ 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。 @@ -2151,28 +2385,12 @@ base.Awake(); randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>(); - DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10); + //DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10); state = State.Normal; 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> @@ -2408,12 +2626,11 @@ // 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(); } @@ -2423,23 +2640,11 @@ /// <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