From 2fc3753ac9c591a01f0d966984abe659113fe57f Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Sat, 24 Oct 2020 15:57:04 +0800
Subject: [PATCH] 无尽模式加了法阵和掉落的特效,改了场景canvas渲染模式

---
 Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs |  101 +++++++++++++++-----------------------------------
 1 files changed, 31 insertions(+), 70 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
index 23760df..2376cf0 100644
--- a/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -80,9 +80,9 @@
         private float[,] m_arrCoinGenTime;
 
         /// <summary>
-        /// 每一个Tile格子的中心点对应的屏幕坐标.
+        /// 每一个Tile格子的中心店的世界坐标
         /// </summary>
-        private Vector2[,] m_arrGridCentUIPos;
+        private Vector2[,] arrGridCentPos;
 
         /// <summary>
         /// 攻击塔位对应的UI位置信息.
@@ -93,11 +93,6 @@
         /// 所有塔位血条UI
         /// </summary>
         private TowerBloodVis[,] arrTowerBloodUi;
-
-        /// <summary>
-        /// 塔位对应的屏幕坐标尺寸
-        /// </summary>
-        private float m_fGridUISize;
 
         /// <summary>
         /// Array of <see cref="PlacementTile"/>s
@@ -533,49 +528,21 @@
         /// </summary>
         void preCalculateGridUIPos()
         {
-            m_arrGridCentUIPos = new Vector2[dimensions.x, dimensions.y];
+            arrGridCentPos = new Vector2[dimensions.x, dimensions.y];
 
             Vector3 targetPos = GridToWorld(new IntVector2(0, 0), new IntVector2(1, 1));
-            Vector3 svec = transform.position;
 
             if (!ViewPortAdj.instance.bAdjViewPort)
                 ViewPortAdj.instance.adjViewportRect();
 
-            UnityEngine.Camera sceneCam = ViewPortAdj.instance.cachedCamera;
-            Vector3 centPos = sceneCam.WorldToScreenPoint(targetPos);
-            Vector3 lbPos = sceneCam.WorldToScreenPoint(svec);
+            float size = 10.29f;
 
-            m_fGridUISize = (centPos.y - lbPos.y) * 2.0f;
-
-            for (int ty = 0; ty < dimensions.y; ty++)
+            for (int x = 0; x < dimensions.x; ++x)
             {
-                for (int tx = 0; tx < dimensions.x; tx++)
+                for (int y = 0; y < dimensions.y; ++y)
                 {
-                    m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize;
-                    m_arrGridCentUIPos[tx, ty].y = centPos.y + ty * m_fGridUISize;
-                }
-
-                if ((gridFreePos > 0) && (ty == (dimensions.y - 1)))
-                {
-                    targetPos = GridToWorld(new IntVector2(0, ty), new IntVector2(1, 1));
-                    centPos = sceneCam.WorldToScreenPoint(targetPos);
-
-                    for (int tx = 0; tx < dimensions.x; tx++)
-                    {
-                        m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize;
-                        m_arrGridCentUIPos[tx, ty].y = centPos.y;
-                    }
-                }
-                else if (gridFreePos2 > 0 && ty == dimensions.y - 2)
-                {
-                    targetPos = GridToWorld(new IntVector2(0, ty), new IntVector2(1, 1));
-                    centPos = sceneCam.WorldToScreenPoint(targetPos);
-
-                    for (int tx = 0; tx < dimensions.x; tx++)
-                    {
-                        m_arrGridCentUIPos[tx, ty].x = centPos.x + tx * m_fGridUISize;
-                        m_arrGridCentUIPos[tx, ty].y = centPos.y;
-                    }
+                    arrGridCentPos[x, y].x = targetPos.x + x * size;
+                    arrGridCentPos[x, y].y = targetPos.y + y * size - 44.5f;
                 }
             }
 
@@ -583,30 +550,27 @@
             PreCalculateTowerBloodUi();
 
             m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y];
-            // 设置界面相关的内容:
-            for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; y++)
+
+            for (int x = 0; x < dimensions.x; ++x)
             {
-                for (int x = 0; x < dimensions.x; x++)
+                for (int y = dimensions.y - AttackRowNumbers; y < dimensions.y; ++y)
                 {
-                    if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy)
-                        continue;
+                    if (m_arrGridType[x, y] != PlacementGridType.EGridWaitBuy) continue;
 
-                    Button tbtn = Instantiate(waitBuyBtnPrefab);
-                    GameObject go = GameObject.Find("MainUI");
-                    if (!go) continue;
+                    GameObject container = GameObject.Find("BuyButtonContainer");
+                    Button buyButton = Instantiate(waitBuyBtnPrefab);
+                    buyButton.transform.SetParent(container.transform);
 
-                    Transform tp = go.GetComponent<Transform>();
-                    tbtn.GetComponent<Transform>().SetParent(tp, true);
-                    Vector3 tpos = tbtn.transform.position;
-                    tpos.x = m_arrGridCentUIPos[x, y].x;
-                    tpos.y = m_arrGridCentUIPos[x, y].y + m_fGridUISize / 10;
-                    tbtn.transform.position = tpos;
-
-                    // 设置为界面最下层:
-                    tbtn.transform.SetAsFirstSibling();
+                    Vector3 pos = buyButton.transform.position;
+                    pos.x = arrGridCentPos[x, y].x;
+                    pos.z = arrGridCentPos[x, y].y + (y - AttackRowNumbers) * 1.9f;
+                    pos.y = 30;
+                    buyButton.transform.position = pos;
+                    buyButton.transform.localRotation = Quaternion.identity;
+                    buyButton.transform.localScale = Vector3.one;
 
                     // 设置按钮对应的点击功能
-                    EndlessTowerGridOpen tgo = tbtn.GetComponent<EndlessTowerGridOpen>();
+                    EndlessTowerGridOpen tgo = buyButton.GetComponent<EndlessTowerGridOpen>();
                     if (tgo)
                     {
                         tgo.SetBuyBtnInfo(x, y, this);
@@ -658,22 +622,19 @@
             {
                 for (int y = 0; y < AttackRowNumbers; ++y)
                 {
-                    m_arrTowerBloodUIPos[x, y].x = m_arrGridCentUIPos[x, dy - y].x;
-                    m_arrTowerBloodUIPos[x, y].y = m_arrGridCentUIPos[x, dy - y].y + m_fGridUISize / 10 * 3;
+                    m_arrTowerBloodUIPos[x, y].x = arrGridCentPos[x, dy - y].x;
+                    m_arrTowerBloodUIPos[x, y].y = arrGridCentPos[x, dy - y].y;
 
                     GameObject img = Instantiate(towerBloodUIPrefab);
-                    GameObject go = GameObject.Find("MainUI");
-                    if (!go) continue;
-
-                    Transform tp = go.GetComponent<Transform>();
-                    img.GetComponent<Transform>().SetParent(tp, true);
+                    GameObject container = GameObject.Find("BuyButtonContainer");
+                    img.transform.SetParent(container.transform);
                     Vector3 tpos = img.transform.position;
                     tpos.x = m_arrTowerBloodUIPos[x, y].x;
-                    tpos.y = m_arrTowerBloodUIPos[x, y].y;
+                    tpos.z = m_arrTowerBloodUIPos[x, y].y + 4.2f - y * 1.66f;
+                    tpos.y = 30;
                     img.transform.position = tpos;
-
-                    // 设置为界面最下层:
-                    img.transform.SetAsFirstSibling();
+                    img.transform.localScale = Vector3.one;
+                    img.transform.localRotation = Quaternion.identity;
 
                     TowerBloodVis tbv = img.GetComponent<TowerBloodVis>();
                     arrTowerBloodUi[x, y] = tbv;

--
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