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) -- Gitblit v1.9.1