From 74daf5509be4fc140fd1bdb6d4df5f1c1002e368 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Thu, 22 Oct 2020 17:28:08 +0800
Subject: [PATCH] Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle

---
 Assets/Scripts/TowerDefense/Towers/Tower.cs |   71 +++++++++++++++++++++++++++++++++--
 1 files changed, 66 insertions(+), 5 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Towers/Tower.cs b/Assets/Scripts/TowerDefense/Towers/Tower.cs
index 9b7d72b..020f906 100644
--- a/Assets/Scripts/TowerDefense/Towers/Tower.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -58,9 +58,23 @@
         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;
 
         /// <summary>
         /// The tower levels associated with this tower
@@ -104,6 +118,7 @@
         /// </summary>
         public float attackRise { get; set; }
 
+
         /// <summary>
         /// 塔防数据的局内升级
         /// </summary>
@@ -118,6 +133,40 @@
         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 +193,10 @@
                     else
                         currentTowerLevel.SetTowerMonsterMat(materialMonsterSelf);
 
+                    // 处理Tower
+                    this.setTowerState(false);
+
+
                     if (opponentSide)
                     {
                         OpponentMgr.instance.SetTowerAttID(gridPosition.x, attributeId, this.currentLevel);
@@ -163,12 +216,20 @@
                     }
 
                     // 
-                    // 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)
+                    // 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);
+                    if ( (this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null ) )
                     {
-                        BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x);
-                        if (buc)
-                            buc.gameObject.SetActive(true);
+                        // 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;
                     }
                 }
 

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