From ee2cbc86ed58ae03a092b67690d3869ebe78fd20 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Sat, 28 Nov 2020 18:04:52 +0800
Subject: [PATCH] 解决木精灵在打泡泡和木小怪时索敌问题,只打泡泡不打小怪

---
 Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs |  164 ++++++++++++++++++++++++++++++++++++++++++++++--------
 1 files changed, 140 insertions(+), 24 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
index 3628f72..c52587d 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/PlacementTile.cs
@@ -1,5 +1,7 @@
 using UnityEngine;
 using TowerDefense.Level;
+using UnityEditor;
+using KTGMGemClient;
 
 namespace TowerDefense.UI.HUD
 {
@@ -61,7 +63,7 @@
         /// </summary>
         public Material selectMat;
 
-        public ParticleSystem myPS;//可以升级的特效
+        //public ParticleSystem myPS;//可以升级的特效
 
 
         /// <summary>
@@ -86,42 +88,156 @@
             }
         }
 
-        public void SetParticleSystem(bool isOn)
+        // public void SetParticleSystem(bool isOn)
+        // {
+        //     if (isOn)
+        //     {
+        //         if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+        //         myPS.Play();
+
+        //     }
+        //     else
+        //     {
+        //         myPS.Stop();
+        //         if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
+
+        //     }
+        // }
+
+        // /// <summary>
+        // /// 设置是否可以放置
+        // /// </summary>
+        // /// <param name="canPlace"></param>
+        // public void CheckCanPlace(bool canPlace)
+        // {
+        //     if (canPlaceRenderer)
+        //     {
+        //         if (canPlaceRenderer.enabled != canPlace)
+        //             canPlaceRenderer.enabled = canPlace;
+        //         if (canPlace)
+        //         {
+        //             SetSelect(false);
+        //         }
+        //         else if (towerVSRenderer.enabled)
+        //         {
+        //             towerVSRenderer.enabled = false;
+        //         }
+        //     }
+
+        // }
+
+        // /// <summary>
+        // /// 设置当前材质
+        // /// </summary>
+        // /// <param name="isSelect"></param>
+        // /// <param name="isEmpty"></param>
+        // public void SetSelect(bool isSelect)
+        // {
+        //     if (isSelect)
+        //     {
+        //         if (canPlaceRenderer.material != selectMat)
+        //         {
+        //             canPlaceRenderer.material = selectMat;
+        //         }
+        //         //激活绿色的底
+        //     }
+        //     else
+        //     {
+        //         if (canPlaceRenderer.material != canPlaceMat)
+        //         {
+        //             canPlaceRenderer.material = canPlaceMat;
+        //         }
+        //         if (towerVSRenderer.enabled)
+        //             towerVSRenderer.enabled = false;
+        //     }
+        // }
+
+        /// <summary>
+        /// 是否放置塔
+        /// </summary>
+        /// <param name="isOn"></param>
+        /// <param name="towerName"></param>
+        public void SetRender(bool isOn, string towerName)
         {
-            if (isOn)
+            if (canPlaceRenderer.enabled != isOn)
             {
-                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
-                myPS.Play();
-
+                canPlaceRenderer.enabled = isOn;
             }
-            else
+            if (isOn && towerName != "")
             {
-                myPS.Stop();
-                if (myPS.gameObject.activeSelf != isOn) myPS.gameObject.SetActive(isOn);
-
+                SetTowerVirtualshadow(towerName);
             }
+            else if (!isOn && towerVSRenderer.enabled)
+            {
+                towerVSRenderer.enabled = false;
+            }
+
         }
 
         /// <summary>
-        /// 设置是否可以放置
+        /// 塔的虚影
         /// </summary>
-        /// <param name="canPlace"></param>
-        public void CheckCanPlace(bool canPlace)
-        {
-            canPlaceRenderer.enabled = canPlace;
-            if (canPlace)
-            {
-                SetSelect(false);
-            }
-        }
+        public Renderer towerVSRenderer;
 
         /// <summary>
-        /// 设置当前材质
+        /// 塔的虚影
         /// </summary>
-        /// <param name="isSelect"></param>
-        public void SetSelect(bool isSelect)
+        public Material towerVSMat;
+
+        public Texture fire, wood, water;
+
+        private Vector3 fireScale = new Vector3(1f, 1f, 1f);
+        private Vector3 woodScale = new Vector3(0.8f, 1.12f, 1f);
+        private Vector3 waterScale = new Vector3(1.55f, 1.35f, 1f);
+
+        private Vector3 fireOffectp = new Vector3(-0.05f, 0f, 0.15f);
+        private Vector3 woodOffectp = new Vector3(0.0f, 0f, 0.3f);
+        private Vector3 waterOffectp = new Vector3(0.0f, 0f, 0.47f);
+
+        public void SetTowerVirtualshadow(string towerName)
         {
-            canPlaceRenderer.material = isSelect ? selectMat : canPlaceMat;
+            if (towerName.StartsWith("GrowUpTower"))
+            {
+                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
+
+                //火元素
+                towerVSMat.SetTexture(shaderPropertyName, fire);
+                towerVSRenderer.transform.localScale = fireScale;
+                towerVSRenderer.transform.localPosition = fireOffectp;
+
+            }
+            else if (towerName.StartsWith("BlinkTower"))
+            {
+                //木元素
+                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
+
+                towerVSMat.SetTexture(shaderPropertyName, wood);
+                towerVSRenderer.transform.localScale = woodScale;
+                towerVSRenderer.transform.localPosition = woodOffectp;
+
+            }
+            else if (towerName.StartsWith("CopyCatTower"))
+            {
+                //水元素
+                if (!towerVSRenderer.enabled) towerVSRenderer.enabled = true;
+
+                towerVSMat.SetTexture(shaderPropertyName, water);
+                towerVSRenderer.transform.localScale = waterScale;
+                towerVSRenderer.transform.localPosition = waterOffectp;
+            }
+        }
+        string shaderPropertyName;
+
+        /// <summary>
+        /// Start is called on the frame when a script is enabled just before
+        /// any of the Update methods is called the first time.
+        /// </summary>
+        void Start()
+        {
+            // shaderPropertyName = ShaderUtil.GetPropertyName(towerVSMat.shader, 0);
+            shaderPropertyName = "_MainTex";
+            //Debug.Log("获取到了Shader的名字" + shaderPropertyName);
+            towerVSRenderer.enabled = false;
         }
 
 

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