| | |
| | | { |
| | | foreach (Tower tower in m_listTower) |
| | | { |
| | | tower.bInAttackMode = canAttack; |
| | | tower.CanAttack = canAttack; |
| | | } |
| | | } |
| | | |
| | |
| | | /// <param name="tower"></param> |
| | | protected void growUpTower(Tower tower) |
| | | { |
| | | Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); |
| | | Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL); |
| | | |
| | | // 所有的Tower不能升级成为FeatureTower. |
| | | int maxLoop = 20; |
| | | while (newTower.towerFeature != EFeatureTower.NULL) |
| | | { |
| | | newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true); |
| | | newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL); |
| | | maxLoop--; |
| | | if (maxLoop <= 0) |
| | | { |
| | |
| | | } |
| | | else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo)) |
| | | { |
| | | |
| | | CheckCanChangePos(pointerInfo); |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | | else if (bSkill) |
| | |
| | | // 直接随机升级,零成本。 |
| | | // 1:记录当前Tower的Level,删除当前的Tower. 2:从TowerLib中随机找一个高一级别的Tower. |
| | | string towerName = currentSelectedTower.towerName; |
| | | if (currentSelectedTower.towerFeature == EFeatureTower.NULL) |
| | | |
| | | if (currentSelectedTower.towerFeature == EFeatureTower.NULL && GameConfig.CreateRandomTower) |
| | | towerName = ""; |
| | | int towerLvl = currentSelectedTower.currentLevel + 1; |
| | | int posx = currentSelectedTower.gridPosition.x; |