| | |
| | | return this.arrTowerEnergyUi[x]; |
| | | } |
| | | |
| | | public FreezeBreath GetFreezeBreath(int x, int y) |
| | | { |
| | | return null; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取一个可以放置塔防的位置. |
| | | /// </summary> |
| | |
| | | Vector3 tpos = this.transform.position; |
| | | tpos.y += 5.0f; |
| | | PlayParticle.transform.position = tpos; |
| | | |
| | | |
| | | //Vector3 lookVec = Vector3.zero; |
| | | //lookVec.x = 1; |
| | | //PlayParticle.transform.LookAt(lookVec); |
| | |
| | | |
| | | for (int x = 0; x < dimensions.x; x++) |
| | | { |
| | | m_arrTowerBulletUIPos[x].x = m_arrGridCentUIPos[x, dy].x + m_fGridUISize/2.0f - 10; |
| | | m_arrTowerBulletUIPos[x].x = m_arrGridCentUIPos[x, dy].x + m_fGridUISize / 2.0f - 10; |
| | | m_arrTowerBulletUIPos[x].y = m_arrGridCentUIPos[x, dy].y; |
| | | |
| | | |
| | | |
| | | GameObject go = GameObject.Find("BattleMainUI"); |
| | | if (!go) continue; |
| | | Transform tp = go.GetComponent<Transform>(); |
| | | |
| | | GameObject img; |
| | | |
| | | |
| | | img = Instantiate(towerBulletUIPrefab); |
| | | img.GetComponent<Transform>().SetParent(tp, true); |
| | | Vector3 tpos = img.transform.position; |
| | |
| | | vpos.x -= (gridSize / 2.0f); |
| | | vpos.y += 5.0f; |
| | | |
| | | arrTowerEnergyEffect[x] = Instantiate( energyEffectPrefab ); |
| | | arrTowerEnergyEffect[x] = Instantiate(energyEffectPrefab); |
| | | arrTowerEnergyEffect[x].transform.position = vpos; |
| | | arrTowerEnergyEffect[x].Stop(); |
| | | } |
| | |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <param name="play">是播放还是停止播放</param> |
| | | public void PlayEnergyEffect( int x,bool play = true ) |
| | | public void PlayEnergyEffect(int x, bool play = true) |
| | | { |
| | | if (!arrTowerEnergyEffect[x]) return; |
| | | if( play) |
| | | if (play) |
| | | { |
| | | arrTowerEnergyEffect[x].Play(); |
| | | } |