From 452c75675679c44cc39b04bdb7d330d7c5c14d5c Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Tue, 29 Dec 2020 10:48:06 +0800
Subject: [PATCH] 增加多SDK支持。常规使用SDKChannel.KTGM 偶哈游的是空SDK

---
 Assets/Scripts/TowerDefense/Level/EndlessWaveLineManager.cs |   39 ++++++++++++++++++++++++++++++---------
 1 files changed, 30 insertions(+), 9 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Level/EndlessWaveLineManager.cs b/Assets/Scripts/TowerDefense/Level/EndlessWaveLineManager.cs
index 05623dd..9e78060 100644
--- a/Assets/Scripts/TowerDefense/Level/EndlessWaveLineManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/EndlessWaveLineManager.cs
@@ -66,6 +66,26 @@
     }
 
     /// <summary>
+    /// 在所有兵线上播放特效
+    /// </summary>
+    public void PlayAllWaveLineEffect()
+    {
+        for (int i = 0; i < waveLineList.Count; i++)
+        {
+            GameObject obj = Instantiate(skillFirePrefab);
+            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
+
+            if (ps == null)
+                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
+            ps.transform.position = EndlessLevelManager.instance.WaveManager.GetWaveEndPos(i);
+            ps.Play();
+
+            Destroy(obj, 5f);
+        }
+        AudioSourceManager.Ins.Play(AudioEnum.FireSkill);
+    }
+
+    /// <summary>
     /// 在战场内某一个位置播放特效
     /// </summary>
     /// <param name="pos"></param>
@@ -107,17 +127,18 @@
     }
 
     /// <summary>
-    /// 对某一条兵线显示选中效果
+    /// 设置某条兵线选中效果
     /// </summary>
-    /// <param name="id"></param>
-    public void FadeWaveline(int id, bool fadeOut, float ftime = 0.3f)
+    /// <param name="waveIndex">兵线索引 从0开始</param>
+    /// <param name="show">是否显示</param>
+    public void SetWaveLineShow(int waveIndex, bool show)
     {
-        if (id >= waveLineList.Count || waveLineList[id] == null) return;
-        Material tmat = waveLineList[id].GetComponent<MeshRenderer>().material;
-        if (fadeOut)
-            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 1.0f), ftime);
-        else
-            tmat.DOColor(new Color(1.0f, 1.0f, 1.0f, 0.0f), ftime);
+        if (waveIndex >= waveLineList.Count || waveLineList[waveIndex] == null) return;
+
+        Material tmat = waveLineList[waveIndex].GetComponent<MeshRenderer>().material;
+
+        float targetAlpha = show ? 1f : 0f;
+        tmat.color = new Color(1f, 1f, 1f, targetAlpha);
     }
 
     /// <summary>

--
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