From 6f16dfb8bcebe67aeb95ded0d8b644af4932e690 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Mon, 26 Oct 2020 21:00:32 +0800
Subject: [PATCH] 无尽模式新手步骤到水元素放置塔位完成

---
 Assets/Scripts/TowerDefense/Towers/Tower.cs |  101 ++++++++++++++++++++++++++++++++++++++++++++++----
 1 files changed, 93 insertions(+), 8 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Towers/Tower.cs b/Assets/Scripts/TowerDefense/Towers/Tower.cs
index 9b7d72b..2c836dd 100644
--- a/Assets/Scripts/TowerDefense/Towers/Tower.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -58,9 +58,24 @@
         public Material materialMonsterOppo;
 
         /// <summary>
+        /// 当前塔防对应的攻击和等待Mat.
+        /// </summary>
+        public Material materialTowerAttackSelf;
+        public Material materialTowerWaitSelf;
+        public Material materialTowerAttackOppo;
+        public Material materialTowerWaitOppo;
+
+        /// <summary>
+        /// 0 空状态  1 等待状态  2 攻击状态.
+        /// </summary>
+        protected int curActionState = 0;
+
+        /// <summary>
         /// 塔防对应的充能状态.
         /// </summary>
         public ETowerFuntion eTowerFuntion = ETowerFuntion.NULL;
+        public BulletUICtl bulletCtl = null;
+        public EnergyUICtl energyCtl = null;
 
         /// <summary>
         /// The tower levels associated with this tower
@@ -104,6 +119,7 @@
         /// </summary>
         public float attackRise { get; set; }
 
+
         /// <summary>
         /// 塔防数据的局内升级
         /// </summary>
@@ -118,6 +134,40 @@
         public bool isAtMaxLevel
         {
             get { return currentLevel == levels.Length - 1; }
+        }
+
+        public void setTowerState(bool attack)
+        {
+            if (!materialTowerAttackSelf) return;
+
+            if (opponentSide)
+            {
+                if (attack && (this.curActionState != 2))
+                {
+                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackOppo);
+                    this.curActionState = 2;
+                }
+
+                if ((!attack) && (this.curActionState != 1))
+                {
+                    currentTowerLevel.SetTowerMonsterMat(materialTowerWaitOppo);
+                    this.curActionState = 1;
+                }
+            }
+            else
+            {
+                if (attack && (this.curActionState != 2))
+                {
+                    currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf);
+                    this.curActionState = 2;
+                }
+
+                if ((!attack) && (this.curActionState != 1))
+                {
+                    currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf);
+                    this.curActionState = 1;
+                }
+            }
         }
 
         /// <summary>
@@ -144,6 +194,9 @@
                     else
                         currentTowerLevel.SetTowerMonsterMat(materialMonsterSelf);
 
+                    // 处理Tower
+                    this.setTowerState(false);
+
                     if (opponentSide)
                     {
                         OpponentMgr.instance.SetTowerAttID(gridPosition.x, attributeId, this.currentLevel);
@@ -162,19 +215,51 @@
                         }
                     }
 
-                    // 
-                    // 根据是否是子弹塔防来决定是否显示相应的界面.WORK START: 处理出来下一步的子弹减少和对应的充子弹时间.
-                    if (this.eTowerFuntion == ETowerFuntion.BULLET)
-                    {
-                        BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x);
-                        if (buc)
-                            buc.gameObject.SetActive(true);
-                    }
+                    // 处理塔位边上的界面.
+                    OnTowerUICtrl();
                 }
 
             }
         }
 
+        protected void OnTowerUICtrl()
+        {
+            // 根据是否是子弹塔防来决定是否显示相应的界面
+            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
+
+            if (buc == null) return;
+
+            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
+            {
+                // 设置数据
+                buc.gameObject.SetActive(true);
+                this.bulletCtl = buc;
+                buc.resetToMaxBullet();
+            }
+            else
+            {
+                // 清空数据
+                buc.gameObject.SetActive(false);
+                this.bulletCtl = null;
+            }
+
+            // 根据是否是能量充能来决定是否显示相应的界面.
+            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
+            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
+            {
+                // 设置数据
+                euc.gameObject.SetActive(true);
+                this.energyCtl = euc;
+                euc.SetEnergyProgress(0);
+            }
+            else
+            {
+                // 清空数据
+                euc.gameObject.SetActive(false);
+                this.energyCtl = null;
+            }
+        }
+
         /// <summary>
         /// 初始化当前塔防的局内升级,lvl从1开始.
         /// </summary>

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