liuzhiwei
2020-11-18 254c3e4d509c586dc6620c681004eefd5d86182c
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,29 +882,29 @@
            {
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    List<IntVector2> allTowerP = new List<IntVector2>();
                    List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                    // 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);
                        }
                    }
                    // 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_CurrentArea != null)
                    {
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
                        //修改为只要开启格子都可以放
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null);
                        //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                    }
                }
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)