Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1198,18 +1198,6 @@
                        SetState(State.Normal);
                        // 新的代码,合并升级为随机塔防类型.
                        randomUpgradeTower();
                        // 在sTower的位置播放升级特效
                        GameObject obj = Instantiate(TowerUpgradeEffectPrefab);
                        obj.transform.position = sTower.transform.position;
                        Vector3 pos = obj.transform.position;
                        pos.y += 5f;
                        obj.transform.position = pos;
                        ParticleSystem ps = obj.GetComponent<ParticleSystem>();
                        if (ps == null)
                            ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
                        ps.Play();
                        Destroy(obj, ps.main.duration);
                    }
                }
                else
@@ -1242,6 +1230,35 @@
            {
                PlaceGhost(pointer);
            }
        }
        /// <summary>
        /// 播放升级特效
        /// </summary>
        /// <param name="worldPos"></param>
        public void PlayUpgradeEffect(Tower newTower)
        {
            GameObject effect = TowerUpgradeEffectPrefab;
            if (newTower.towerFeature == EFeatureTower.NULL)
            {
                string path = $"UI/ToBattle_{newTower.attributeId}";
                GameObject prefab = Resources.Load<GameObject>(path);
                effect = Instantiate(prefab);
            }
            // 在sTower的位置播放升级特效
            GameObject obj = Instantiate(effect);
            obj.transform.position = newTower.transform.position;
            Vector3 pos = obj.transform.position;
            pos.y += 5f;
            obj.transform.position = pos;
            ParticleSystem ps = obj.GetComponent<ParticleSystem>();
            if (ps == null)
                ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
            ps.Play();
            Destroy(obj, ps.main.duration);
        }
        /// <summary>
@@ -1309,7 +1326,7 @@
        /// <exception cref="InvalidOperationException">
        /// Throws exception if not in Build State or <see cref="m_CurrentTower"/> is not at a valid position
        /// </exception>
        public void PlaceTower(int lvl = 0, bool opponent = false)
        public void PlaceTower(int lvl = 0, bool isUpgrade = false, bool opponent = false)
        {
            if (!isBuilding)
                throw new InvalidOperationException("Trying to place tower when not in a Build Mode");
@@ -1330,7 +1347,10 @@
            // River: 内部缓存数据,用于后期容易找到数据.
            addTower(createdTower);
            CancelGhostPlacement();
            if (!isUpgrade)
            PlayAppearEffect(createdTower.transform.position);
            else
                PlayUpgradeEffect(createdTower);
            // 处理成长骰子,复制骰子等等功能.
            if (lvl == 0)
@@ -1520,7 +1540,7 @@
        /// 直接在IPlaceArea上随机放置一个Tower。这是随机放置塔防的入口类。这是入口的塔防类。
        /// </summary>
        /// <param name="tow"></param>
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1)
        public bool RandomPlaceTower(Tower tow, int posx = -1, int posy = -1, int lvl = 0, int forceCost = -1, bool isUpgrade = false)
        {
            // 获取IPlaceArea.
            if (m_CurrentArea == null)
@@ -1584,7 +1604,7 @@
                    OnSuccessBuyTower();
                SetState(State.Building);
                PlaceTower(lvl);
                PlaceTower(lvl, isUpgrade);
            }
            return true;