From 00451158ba904571b1c6c755f34292dc76e25d80 Mon Sep 17 00:00:00 2001
From: River Jiang <546213258@qq.com>
Date: Wed, 28 Oct 2020 14:47:51 +0800
Subject: [PATCH] 替换新的充能条特效

---
 Assets/Scripts/TowerDefense/Towers/Tower.cs |  111 +++++++++++++++++++++++++++++++++++++++++++++++++++++++
 1 files changed, 111 insertions(+), 0 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Towers/Tower.cs b/Assets/Scripts/TowerDefense/Towers/Tower.cs
index b5a661a..7305372 100644
--- a/Assets/Scripts/TowerDefense/Towers/Tower.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -119,6 +119,10 @@
         /// </summary>
         public float attackRise { get; set; }
 
+        /// <summary>
+        /// 用于界面部分的数据位移
+        /// </summary>
+        protected int progressOffset = 0;
 
         /// <summary>
         /// 塔防数据的局内升级
@@ -127,6 +131,13 @@
         {
             get; set;
         }
+
+        public int uiProOffset
+        {
+            get { return this.progressOffset; } 
+            set { this.progressOffset = value; }
+        }
+
 
         /// <summary>
         /// Gets whether the tower can level up anymore
@@ -176,6 +187,39 @@
         public bool opponentSide { get; set; }
 
         /// <summary>
+        /// 播放充能状态特效.
+        /// </summary>
+        /// <param name="play"></param>
+        public void PlayEnergyEffect( bool play)
+        {
+            if (this.energyCtl)
+                energyCtl.gameObject.SetActive(!play);
+
+            if( play)
+            {
+                if( !opponentSide)
+                {
+                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, true);
+                }
+                else
+                {
+                    ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, true);
+                }
+            }
+            else
+            {
+                if ( !opponentSide)
+                {
+                    ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, false);
+                }
+                else
+                {
+                    ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, false);
+                }
+            }
+        }
+
+        /// <summary>
         /// 当前是否处于攻击模式
         /// </summary>
         public bool bInAttackMode
@@ -223,6 +267,73 @@
         }
 
         /// <summary>
+        /// 去掉当前Tower对应的界面数据.
+        /// </summary>
+        public void DisableTowerUICtrl()
+        {
+            // 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 ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
+            {
+                buc.gameObject.SetActive(false);
+                this.bulletCtl = null;
+            }
+
+            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
+            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
+            {
+                // 设置数据
+                euc.gameObject.SetActive(false);
+                this.energyCtl = null;
+            }
+
+            return;
+       }
+
+        public int GetTowerUICtrlProgress()
+        {
+            // 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 ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
+                return buc.GetCtlProgress();
+
+            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
+            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
+                return euc.GetCtlProgress();
+
+            return 0;
+        }
+
+        public void SetTowerUICtlProcess( int pro)
+        {
+            // 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 ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
+            {
+                buc.SetCtlProcess(pro);
+                progressOffset = pro;
+            }
+
+                EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
+            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
+            {
+                euc.SetCtlProcess(pro);
+                progressOffset = pro;
+                if (progressOffset == 10)
+                    progressOffset = 0;
+            }
+
+
+
+                return;
+        }
+
+
+
+        /// <summary>
         /// 充能技能相关的代码开关。包括子弹充能和时间充能
         /// </summary>
         protected void OnTowerUICtrl()

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