| | |
| | | |
| | | public int uiProOffset |
| | | { |
| | | get { return this.progressOffset; } |
| | | get { return this.progressOffset; } |
| | | set { this.progressOffset = value; } |
| | | } |
| | | |
| | |
| | | /// 播放充能状态特效. |
| | | /// </summary> |
| | | /// <param name="play"></param> |
| | | public void PlayEnergyEffect( bool play) |
| | | public void PlayEnergyEffect(bool play) |
| | | { |
| | | if (this.energyCtl) |
| | | energyCtl.gameObject.SetActive(!play); |
| | | |
| | | if( play) |
| | | if (!opponentSide) |
| | | { |
| | | if( !opponentSide) |
| | | { |
| | | ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, true); |
| | | } |
| | | else |
| | | { |
| | | ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, true); |
| | | } |
| | | if (GameUI.instanceExists) |
| | | ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, play); |
| | | else if (EndlessGameUI.instanceExists) |
| | | ((TowerPlacementGridEndless)EndlessGameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, gridPosition.y, play); |
| | | } |
| | | else |
| | | { |
| | | if ( !opponentSide) |
| | | { |
| | | ((TowerPlacementGrid)GameUI.instance.selfTowerPlaceArea).PlayEnergyEffect(gridPosition.x, false); |
| | | } |
| | | else |
| | | { |
| | | ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, false); |
| | | } |
| | | } |
| | | ((TowerPlacementGrid)OpponentMgr.instance.m_CurrentArea).PlayEnergyEffect(gridPosition.x, play); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | |
| | | return; |
| | | } |
| | | } |
| | | |
| | | public int GetTowerUICtrlProgress() |
| | | { |
| | |
| | | return 0; |
| | | } |
| | | |
| | | public void SetTowerUICtlProcess( int pro) |
| | | public void SetTowerUICtlProcess(int pro) |
| | | { |
| | | // 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, gridPosition.y); |
| | |
| | | progressOffset = pro; |
| | | } |
| | | |
| | | EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y); |
| | | EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y); |
| | | if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null)) |
| | | { |
| | | euc.SetCtlProcess(pro); |
| | |
| | | |
| | | |
| | | |
| | | return; |
| | | return; |
| | | } |
| | | |
| | | |