| | |
| | | public GameObject woodAppearEffect1; |
| | | public GameObject woodAppearEffect2; |
| | | /// <summary> |
| | | /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔 |
| | | /// 保存所有生成或合成的塔的最小等级 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int MinLevel; |
| | |
| | | { |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | // List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的 |
| | | List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的 |
| | | // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 |
| | | |
| | | // for (int i = 0; i < m_listTower.Count; i++) |
| | | // { |
| | | // if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) |
| | | // { |
| | | // if (towerToMove.gridPosition != m_listTower[i].gridPosition) |
| | | // //说明可以合成 |
| | | // allPSTowerP.Add(m_listTower[i].gridPosition); |
| | | // } |
| | | // else |
| | | // { |
| | | // //把不符合条件的传进去 |
| | | // allTowerP.Add(m_listTower[i].gridPosition); |
| | | // } |
| | | // } |
| | | if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1) |
| | | { |
| | | for (int i = 0; i < m_listTower.Count; i++) |
| | | { |
| | | if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) |
| | | { |
| | | // if (towerToMove.gridPosition != m_listTower[i].gridPosition) |
| | | // //说明可以合成 |
| | | // allPSTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | else |
| | | { |
| | | //把不符合条件的传进去 |
| | | allTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | } |
| | | } |
| | | else |
| | | { |
| | | allTowerP = null; |
| | | } |
| | | if (m_CurrentArea != null) |
| | | { |
| | | //修改为只要开启格子都可以放 |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null); |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); |
| | | //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); |
| | | } |
| | | |
| | |
| | | |
| | | // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。 |
| | | if (isValidateCombineTarget(pointerInfo)) |
| | | { |
| | | TryPlaceTower(pointerInfo); |
| | | EndlessRandomTower.instance.UpdateDescDisplay(); |
| | | } |
| | | else if (isFreeAttackGrid(pointerInfo) && !bSkill) |
| | | { |
| | | if (!TryPlaceTower(pointerInfo, false, true)) |
| | |
| | | bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); |
| | | if (!successfulPurchase) return false; |
| | | |
| | | EndlessRandomTower.instance.UpdateDescDisplay(); |
| | | SetUpGhostTower(tow); |
| | | //Debug.Log("设置影子塔防."); |
| | | m_CurrentTower.Show(); |