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/UI/HUD/EndlessGameUI.cs |  585 ++++++++++++++++++++++++++++++++++++++++++++++++---------
 1 files changed, 486 insertions(+), 99 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index b0e1c03..a79a3aa 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
@@ -137,11 +133,18 @@
         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 bool tdBuyDisable = false;
+        public bool tdBuyDisable { get; protected set; } = false;
 
         /// <summary>
         /// 鼠标在移动一个Tower之前,要隐藏的Tower数据和指针。
@@ -186,6 +189,9 @@
         /// </summary>
         Camera m_Camera;
 
+        //Camera m_CameraBG;
+
+
         /// <summary>
         /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state.
         /// </summary>
@@ -198,6 +204,7 @@
                 return m_CurrentTower != null;
             }
         }
+
 
         // TowerList用于简单记录相关的数据
         protected List<Tower> m_listTower = new List<Tower>();
@@ -273,12 +280,12 @@
 
         //首次购买宝石特效
         public GameObject fireAppearEffect1;
-        public GameObject fireAppearEffect2;
+        //public GameObject fireAppearEffect2;
 
         public GameObject waterAppearEffect1;
-        public GameObject waterAppearEffect2;
+        //public GameObject waterAppearEffect2;
         public GameObject woodAppearEffect1;
-        public GameObject woodAppearEffect2;
+        //public GameObject woodAppearEffect2;
         /// <summary>
         /// 保存所有生成或合成的塔的最小等级
         /// </summary>
@@ -330,6 +337,44 @@
                 disableRandomTowerBtn();
         }
 
+        public void PlayBuffPS(int get_buffID)
+        {
+            //Debug.Log("开始播放特效");
+            int targetID = 0;
+            switch (get_buffID)
+            {
+                case 0:
+                    //无特效
+                    break;
+                case 1:
+                    for (int i = 0; i < m_listTower.Count; i++)
+                    {
+                        m_listTower[i].CurrentTowerLevel.ShowBuffPS();
+                    }
+                    break;
+                case 2:
+                    targetID = 101;
+                    break;
+                case 3:
+                    targetID = 201;
+                    break;
+                case 4:
+                    targetID = 301;
+                    break;
+            }
+            if (targetID > 1)
+            {
+                for (int i = 0; i < m_listTower.Count; i++)
+                {
+                    if (m_listTower[i].ElfId == targetID)
+                    {
+                        m_listTower[i].CurrentTowerLevel.ShowBuffPS();
+                    }
+                }
+            }
+
+        }
+
         /// <summary>
         /// 根据塔位索引位置,查找位置上是否有对应的塔防数据。
         /// </summary>
@@ -344,6 +389,25 @@
                     return lt;
             }
             return null;
+        }
+
+        /// <summary>
+        /// 根据塔位索引位置,查找位置上是否有对应的塔防数据。
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        /// <returns></returns>
+        public int GetTowerNum()
+        {
+            int num = 0;
+            foreach (Tower lt in m_listTower)
+            {
+                if (lt.gridPosition.y == 0 || lt.gridPosition.y == 1)
+                {
+                    num++;
+                }
+            }
+            return num;
         }
 
         public bool towerInList(Tower t)
@@ -487,6 +551,13 @@
             {
                 return;
             }
+            if (state == State.GameOver)
+            {
+                CommonDebugHelper.DebugError("已经游戏结束了,为什么还在修改状态");
+                return;
+            }
+            CommonDebugHelper.Debug($"设置了状态 state:{state} newState:{newState} ");
+
             State oldState = state;
             if (oldState == State.Paused || oldState == State.GameOver)
             {
@@ -522,6 +593,8 @@
         /// </summary>
         public void GameOver()
         {
+            CommonDebugHelper.Debug("游戏结束了");
+
             SetState(State.GameOver);
         }
 
@@ -579,7 +652,7 @@
                 if (tower.towerName != towerOld.towerName)
                     continue;
 
-                newT = Instantiate(tower, transform);
+                newT = tower;
                 break;
             }
 
@@ -639,7 +712,7 @@
 
             if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
             {
-                if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                 {
                     return true;
                 }
@@ -687,6 +760,10 @@
                 // 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;
@@ -711,9 +788,12 @@
                 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)
                         return true;
                 }
             }
@@ -762,6 +842,29 @@
                 }
             }
             return "";
+        }
+
+        /// <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]);
+                }
+            }
+            GameConfig.IsUpgradeTowerLevel = true;
+            UpdateMinLevelArr();
+            EndlessRandomTower.instance.UpdateDescDisplay();
         }
 
         /// <summary>
@@ -871,6 +974,7 @@
             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)
@@ -994,9 +1098,12 @@
             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 (checkTowerPlaceTower != null)
                 {
+                    Debug.Log(checkTowerPlaceTower.name);
+
                     if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                     {
                         if (checkTowerPlaceTower.bInAttackMode)
@@ -1022,24 +1129,11 @@
                                     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);
-                        }
+                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
+
                     }
                 }
                 else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
@@ -1051,6 +1145,9 @@
                         {
                             //空格子
                             (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
                         }
                     }
                     else
@@ -1072,7 +1169,7 @@
             }
         }
 
-        void CloseCanPlace()
+        public void CloseCanPlace()
         {
             dragTowerPlacement.CloseCanPlace();
             if (bInAttackModeTower != null)
@@ -1083,6 +1180,120 @@
         }
 
         TowerPlacementGridEndless dragTowerPlacement;
+
+        public void CheckTowerPlaceNew(PointerInfo pointerInfo)
+        {
+            //return;
+            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
+            {
+                if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
+                {
+                    if (m_GridPosition.y == 0 || m_GridPosition.y == 1)
+                    {
+                        //Debug.Log("未上阵区域,不管有没有塔,都强行吸附");
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
+
+                        m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                        //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
+                    }
+                    else if (m_GridPosition.y == 2 || m_GridPosition.y == 3)
+                    {
+                        //Debug.Log("已上阵区域,如果是空格子就强行吸附,先判断是否有塔");
+                        //pointerInfo.currentPosition += new Vector2(0, -25f);
+                        checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
+
+                        if (checkTowerPlaceTower != null)
+                        {
+                            //Debug.Log(checkTowerPlaceTower.name);
+                            //Debug.Log($"checkTowerPlaceTower.name:{checkTowerPlaceTower.name}  m_GridPosition:{m_GridPosition}");
+
+                            if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                            {
+                                if (checkTowerPlaceTower.bInAttackMode)
+                                {
+                                    //Debug.Log("检测到了塔");
+                                    //鼠标检测到了塔
+                                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(checkTowerPlaceTower.gridPosition.x, checkTowerPlaceTower.gridPosition.y, false, "");
+                                }
+                                else
+                                {
+                                    if (!towerToMove.bInAttackMode)
+                                    {
+                                        //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);
+                                        }
+                                    }
+                                }
+                                m_CurrentTower.SetGridPosition(checkTowerPlaceTower.gridPosition.x, checkTowerPlaceTower.gridPosition.y);
+
+                                //Debug.Log("未上阵区域,不管有没有塔,都强行吸附" + checkTowerPlaceTower.gridPosition);
+
+                                //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
+                            }
+                        }
+                        else if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                        {
+                            //Debug.Log("空格子");
+
+                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                            m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                            //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
+                        }
+                        else
+                        {
+
+                            //Debug.Log($"上阵区域 m_GridPosition:{m_GridPosition.x} {m_GridPosition.y}   m_CurrentTower.controller.gridPosition:{m_CurrentTower.controller.gridPosition.x}  {m_CurrentTower.controller.gridPosition.y}");
+
+                            if (m_GridPosition == towerToMove.gridPosition)
+                            {
+                                //Debug.Log("在原来的地方");
+
+                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                                //m_CurrentTower.transform.position = towerToMove.position;
+                                m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                            }
+                            else
+                            {
+                                //CloseCanPlace();
+
+                                //Debug.Log("上阵区域,没有开放的塔位");
+
+                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
+
+                                m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                                //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+                            }
+                        }
+                    }
+                }
+
+            }
+            else
+            {
+                dragTowerPlacement.CloseCanPlace();
+                m_CurrentTower.SetGridPosition(-1, -1);
+                //Debug.Log("没有检测到");
+            }
+        }
+
 
         /// <summary>
         /// 目标位置是否是可攻击属性的空塔位
@@ -1096,31 +1307,20 @@
             Tower sTower = PickTowerInGrid(pointer);
             if (sTower != null)
             {
-
-                // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
-                // {
-                //     //说明可以合成
-                //     return sTower;
-                // }
-                // else
-                // {
-                //     return null;
-                // }
-
                 if (towerToMove)
                 {
-                    if (towerToMove.bInAttackMode)
-                    {
-                        return sTower;
-                    }
-                    else
-                    {
-                        if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
-                        {
-                            //说明可以合成
-                            return sTower;
-                        }
-                    }
+                    return sTower;
+                    // if (towerToMove.bInAttackMode)
+                    // {
+                    // }
+                    // else
+                    // {
+                    //     if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
+                    //     {
+                    //         //说明可以合成
+                    //         return sTower;
+                    //     }
+                    // }
                 }
                 else
                 {
@@ -1133,6 +1333,15 @@
         #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.
         /// 1: 目标点可合成,则直接合成。
         /// 2: 目标点不管是空白,还是不能放置Tower,都要让当前的Tower返回到原来的TowerPlace
@@ -1140,7 +1349,6 @@
         /// <param name="pointerInfo"></param>
         public void onEndTowerDrag(PointerInfo pointerInfo)
         {
-            bool bSkill = false;
             if (temporaryMat != null)
             {
                 //移动虚像隐藏
@@ -1154,8 +1362,10 @@
             }
 
             if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
-                bSkill = true;
-
+            {
+                Debug.LogError("只能移动3种塔");
+                return;
+            }
             if (GameConfig.IsNewbie)
             {
                 bool isCanChange = false;
@@ -1170,7 +1380,7 @@
                 }
                 else
                 {
-                    GuideCtrl.Ins.EndDrag11_1();
+                    GuideCtrl.Ins.EndDrag5_1();
                     CancelPlaceTower(pointerInfo);
                     Debug.Log("没有放置在火塔上");
                 }
@@ -1178,14 +1388,65 @@
                 return;
             }
 
+            if (m_CurrentTower.gridPositionX != -1)
+            {
+                IntVector2 moveV2 = new IntVector2(m_CurrentTower.gridPositionX, m_CurrentTower.gridPositionY);
+                //判断是否未开塔
+                if (!dragTowerPlacement.IsGridOpen(moveV2.x, moveV2.y))
+                {
+                    //Debug.Log("未开塔");
+                    CancelPlaceTower(pointerInfo);
+
+                }
+                else if (moveV2 == towerToMove.gridPosition)
+                {
+                    //Debug.Log($"在原位 moveV2:{moveV2}   towerToMove.gridPosition:{towerToMove.gridPosition}");
+                    CancelPlaceTower(pointerInfo);
+                }
+                else
+                {
+                    //判断是否有塔
+                    Tower tmpT = null;
+                    for (int i = 0; i < m_listTower.Count; i++)
+                    {
+                        if (m_listTower[i].gridPosition == moveV2)
+                        {
+                            tmpT = m_listTower[i];
+                            break;
+                        }
+                    }
+
+                    if (tmpT != null)
+                    {
+                        //Debug.Log("释放的时候有塔");
+                        DragBuyTower(tmpT);
+                    }
+                    else
+                    {
+                        //Debug.Log("释放的时候是空格子");
+                        DragBuyTower(moveV2);
+                    }
+                }
+            }
+            else
+            {
+                //Debug.Log("不在区域内");
+                CancelPlaceTower(pointerInfo);
+            }
+
+            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))
             {
+                //Debug.Log("目标位置是否有同等级同类型的Tower.");
                 TryPlaceTower(pointerInfo);
                 EndlessRandomTower.instance.UpdateDescDisplay();
             }
-            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
+            else if (isFreeAttackGrid(pointerInfo))
             {
+                //Debug.Log("isFreeAttackGrid:" + m_GridPosition);
+
                 if (!TryPlaceTower(pointerInfo, false))
                 {
                     CancelPlaceTower(pointerInfo);
@@ -1201,30 +1462,14 @@
                     towerToMove.Sell();
                     towerToMove = null;
                 }
+                if (m_CurrentTower != null && m_CurrentTower.controller != null)
+                    Destroy(m_CurrentTower.controller.gameObject);
             }
             else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
             {
-                CheckCanChangePos(pointerInfo);
-            }
-            // 当前是Skill塔位的状态.
-            else if (bSkill)
-            {
-                if (SkillPlayEndDrag(pointerInfo))
-                {
-                    // 先释放掉当前的Ghost塔防.
-                    CancelGhostPlacement();
+                //Debug.Log("交换");
 
-                    // 删除towerToMove,确保塔防数据不再出现多个
-                    if (towerToMove != null)
-                    {
-                        delTower(towerToMove);
-                        towerToMove.showTower(true);
-                        towerToMove.Sell();
-                        towerToMove = null;
-                    }
-                }
-                else
-                    CancelPlaceTower(pointerInfo);
+                CheckCanChangePos(pointerInfo);
             }
             else
                 CancelPlaceTower(pointerInfo);
@@ -1239,7 +1484,8 @@
             if (sTower == null)
                 return false;
 
-            if (sTower.bInAttackMode == towerToMove.bInAttackMode)
+            //Debug.Log("开始检测是否可以交换塔");
+            //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);
@@ -1276,6 +1522,9 @@
                     //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;
                 }
             }
@@ -1448,6 +1697,7 @@
             return controller;
         }
 
+        private Vector2 dragOffect = new Vector2(0, -55f);
         /// <summary>
         /// Position the ghost tower at the given pointer
         /// </summary>
@@ -1460,15 +1710,29 @@
                 return;
                 //throw new InvalidOperationException("Trying to move the tower ghost when we don't have one");
             }
+            // 我操,终于可以了!ATTENTION TO OPP:
+            PointerInfo tp = new PointerActionInfo();
+            tp.currentPosition = pointerInfo.currentPosition + dragOffect;
+            tp.previousPosition = pointerInfo.previousPosition;
+            tp.delta = pointerInfo.delta;
+            tp.startedOverUI = pointerInfo.startedOverUI;
 
-            UIPointer pointer = WrapPointer(pointerInfo);
+            UIPointer npt = new UIPointer
+            {
+                overUI = false,
+                pointer = tp,
+                overWaveLine = false,
+                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
+            };
+
+            //UIPointer pointer = WrapPointer(tp);
             // Do nothing if we're over UI
-            if (pointer.overUI && hideWhenInvalid)
+            if (npt.overUI && hideWhenInvalid)
             {
                 m_CurrentTower.Hide();
                 return;
             }
-            MoveGhost(pointer, hideWhenInvalid);
+            MoveGhost(npt, hideWhenInvalid);
         }
 
         /// <summary>
@@ -1625,6 +1889,7 @@
         {
             if (!isBuilding) return false;
 
+            //Debug.Log("开始造塔" + m_GridPosition);
             // 判断是否格子上重复放置塔防
             if (!m_CurrentTower || !IsGhostAtValidPosition())
             {
@@ -1657,6 +1922,7 @@
                         CancelGhostPlacement();
                         return false;
                     }
+
                     PlaceGhost(pointer);
                 }
                 return true;
@@ -1679,6 +1945,81 @@
             return true;
         }
 
+        private void DragBuyTower(Tower sTower)
+        {
+            Tower curTower = m_CurrentTower.controller;
+            int testLvl = dragTowerLevel;
+            if ((sTower.currentLevel == testLvl) &&
+                (sTower.towerName == curTower.towerName))
+            {
+                // 先释放掉当前的Ghost塔防.
+                CancelGhostPlacement();
+
+                // 升级目标位置的塔防.
+                currentSelectedTower = sTower;
+                SetState(State.Normal);
+                // 新的代码,合并升级为随机塔防类型.
+                randomUpgradeTower();
+            }
+            else
+            {
+                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);
+
+                //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);
+            }
+        }
+
+        private void DragBuyTower(IntVector2 dragGridPosition)
+        {
+            Tower controller = m_CurrentTower.controller;
+            Tower createdTower = Instantiate(controller);
+            createdTower.Initialize(m_CurrentArea, dragGridPosition, dragTowerLevel);
+
+            // ATTENTION TO FIX:是否应该加入List:
+            addTower(createdTower);
+            PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
+            dragTowerLevel = 0;
+            CancelGhostPlacement();
+
+            // 删除towerToMove,确保塔防数据不再出现多个
+            if (towerToMove != null)
+            {
+                delTower(towerToMove);
+                towerToMove.showTower(true);
+                towerToMove.Sell();
+                towerToMove = null;
+            }
+            if (m_CurrentTower != null && m_CurrentTower.controller != null)
+                Destroy(m_CurrentTower.controller.gameObject);
+        }
+
         /// <summary>
         /// 播放升级特效
         /// </summary>
@@ -1686,6 +2027,7 @@
         public void PlayUpgradeEffect(Tower newTower)
         {
             newTower.CurrentTowerLevel.PlayUpGradeEffect();
+            AudioSourceManager.Ins.Play(AudioEnum.Upgrade);
         }
 
         /// <summary>
@@ -1803,7 +2145,7 @@
             {
                 //火元素
                 PlayAppearEffect(worldPos, fireAppearEffect1);
-                PlayAppearEffect(worldPos, fireAppearEffect2);
+                //PlayAppearEffect(worldPos, fireAppearEffect2);
                 if (Application.platform == RuntimePlatform.WindowsEditor)
                 {
                     //UnityEditor.EditorApplication.isPaused = true;
@@ -1813,14 +2155,14 @@
             {
                 //木元素
                 PlayAppearEffect(worldPos, woodAppearEffect1);
-                PlayAppearEffect(worldPos, woodAppearEffect2);
+                //PlayAppearEffect(worldPos, woodAppearEffect2);
 
             }
             else if (towerName.StartsWith("CopyCatTower"))
             {
                 //水元素
                 PlayAppearEffect(worldPos, waterAppearEffect1);
-                PlayAppearEffect(worldPos, waterAppearEffect2);
+                //PlayAppearEffect(worldPos, waterAppearEffect2);
             }
         }
         void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
@@ -1954,7 +2296,7 @@
         /// <summary>
         /// 随机放置Tower按钮禁止使用,灰掉.
         /// </summary>
-        protected void disableRandomTowerBtn()
+        public void disableRandomTowerBtn()
         {
             randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
             //randomTowerBtn.interactable = false;
@@ -1969,7 +2311,7 @@
         /// <summary>
         /// 随机购买Tower的按钮重设置为有效.
         /// </summary>
-        protected void enableRandomTowerBtn()
+        public void enableRandomTowerBtn()
         {
             // ATTENTION TO FIX: 再次判断是因为有的地方是直接调用
             if ((TowerPrice.instance.currentTowerPrice > EndlessLevelManager.instance.Currency.currentCurrency) ||
@@ -2017,12 +2359,7 @@
             if (tm)
             {
                 tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true);
-                string bloodStr = "";
-                if (doubleHit)
-                    bloodStr += "Dble!";
-                if (crit)
-                    bloodStr += "Crt!";
-                bloodStr += "-";
+                string bloodStr = "-";
                 bloodStr += ((Int64)val).ToString();
 
                 tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
@@ -2051,6 +2388,30 @@
             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()
         {
             // 获取相应的放置区域。
@@ -2060,8 +2421,10 @@
                 m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
                 dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
             }
-            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
+            //placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
             EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
+            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.PlayBuffPS, PlayBuffPS);
+
         }
 
         /// <summary>
@@ -2147,7 +2510,6 @@
             bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
             if (!successfulPurchase) return false;
 
-            EndlessRandomTower.instance.UpdateDescDisplay();
             SetUpGhostTower(tow);
             //Debug.Log("设置影子塔防.");
             m_CurrentTower.Show();
@@ -2220,9 +2582,12 @@
                 //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString());
                 return;
             }
-            var controller = output.collider.GetComponent<Tower>();
+            Tower 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);
             }
 
@@ -2230,7 +2595,21 @@
             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。
@@ -2303,6 +2682,8 @@
 
             state = State.Normal;
             m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
+            //m_Camera = GameObject.Find("BackCamera").GetComponent<Camera>();
+
             //m_Camera = GetComponent<Camera>();
             TowerDestroyArr = new bool[5, AttackRowNumbers];
         }
@@ -2418,13 +2799,16 @@
             // WORK START: 从这里开始,移动的时候与场景内的WaveSelEffect射线做碰撞。  
             // Raycast onto placement layer
             PlacementAreaRaycast(ref npt);
-
+            //Debug.Log("npt.raycast:" + npt.raycast);
             if (npt.raycast != null)
             {
                 MoveGhostWithRaycastHit(npt.raycast.Value);
             }
             else
             {
+                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
+
+                return;
                 // 根据技能塔的类型,来碰撞不同的数据:
                 // 火是列攻击:
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire)
@@ -2462,7 +2846,6 @@
                         m_CurrentTower.fadeOutAttackArea();
                 }
 
-                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
             }
         }
 
@@ -2480,6 +2863,7 @@
                 return;
             }
             m_GridPosition = m_CurrentArea.WorldToGrid(raycast.point, m_CurrentTower.controller.dimensions);
+            //Debug.Log("修改了m_GridPosition:" + m_GridPosition);
             TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
 
             m_CurrentTower.Show();
@@ -2501,8 +2885,9 @@
             {
                 RaycastHit hit;
 
+                Physics.Raycast(ray, out hit, float.MaxValue);
                 // check against all layers that the ghost can be on
-                Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
+                //Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
                 if (hit.collider == null)
                 {
                     return;
@@ -2529,10 +2914,12 @@
         /// <exception cref="InvalidOperationException">If we're not in the correct state</exception>
         protected void PlaceGhost(UIPointer pointer)
         {
-            MoveGhost(pointer);
+            //MoveGhost(pointer);
 
             if (m_CurrentArea != null)
             {
+                //Debug.Log("开始检测PlaceGhost:" + m_GridPosition);
+
                 TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
 
                 if (fits == TowerFitStatus.Fits)

--
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