| | |
| | | { |
| | | if (!materialTowerAttackSelf) return; |
| | | |
| | | if( opponentSide) |
| | | if (opponentSide) |
| | | { |
| | | if (attack && (this.curActionState != 2)) |
| | | { |
| | |
| | | |
| | | if ((!attack) && (this.curActionState != 1)) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat( materialTowerWaitOppo ); |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerWaitOppo); |
| | | this.curActionState = 1; |
| | | } |
| | | } |
| | |
| | | /// </summary> |
| | | protected void OnTowerUICtrl() |
| | | { |
| | | // |
| | | // 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); |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y); |
| | | |
| | | if (buc == null) return; |
| | | |
| | | if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null)) |
| | | { |
| | | // 设置数据 |
| | |
| | | } |
| | | |
| | | // 根据是否是能量充能来决定是否显示相应的界面. |
| | | EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x); |
| | | if( (eTowerFuntion == ETowerFuntion.ENERGY) &&(euc != null )) |
| | | EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y); |
| | | if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null)) |
| | | { |
| | | // 设置数据 |
| | | euc.gameObject.SetActive(true); |