wangguan
2020-12-22 27ced465551c543a47e6d19ae0b0fb4d329721b3
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -133,11 +133,18 @@
        public Image CritWord;
        /// <summary>
        /// 冰冻飘字
        /// </summary>
        public Image FrostWord;
        public Image RestrainWord;
        /// <summary>
        /// 购买塔防按钮上的Text.
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        protected bool tdBuyDisable = false;
        public bool tdBuyDisable { get; protected set; } = false;
        /// <summary>
        /// 鼠标在移动一个Tower之前,要隐藏的Tower数据和指针。
@@ -182,6 +189,9 @@
        /// </summary>
        Camera m_Camera;
        //Camera m_CameraBG;
        /// <summary>
        /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state.
        /// </summary>
@@ -194,6 +204,7 @@
                return m_CurrentTower != null;
            }
        }
        // TowerList用于简单记录相关的数据
        protected List<Tower> m_listTower = new List<Tower>();
@@ -269,12 +280,12 @@
        //首次购买宝石特效
        public GameObject fireAppearEffect1;
        public GameObject fireAppearEffect2;
        //public GameObject fireAppearEffect2;
        public GameObject waterAppearEffect1;
        public GameObject waterAppearEffect2;
        //public GameObject waterAppearEffect2;
        public GameObject woodAppearEffect1;
        public GameObject woodAppearEffect2;
        //public GameObject woodAppearEffect2;
        /// <summary>
        /// 保存所有生成或合成的塔的最小等级
        /// </summary>
@@ -340,6 +351,25 @@
                    return lt;
            }
            return null;
        }
        /// <summary>
        /// 根据塔位索引位置,查找位置上是否有对应的塔防数据。
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        public int GetTowerNum()
        {
            int num = 0;
            foreach (Tower lt in m_listTower)
            {
                if (lt.gridPosition.y == 0 || lt.gridPosition.y == 1)
                {
                    num++;
                }
            }
            return num;
        }
        public bool towerInList(Tower t)
@@ -483,6 +513,13 @@
            {
                return;
            }
            if (state == State.GameOver)
            {
                CommonDebugHelper.DebugError("已经游戏结束了,为什么还在修改状态");
                return;
            }
            CommonDebugHelper.Debug($"设置了状态 state:{state} newState:{newState} ");
            State oldState = state;
            if (oldState == State.Paused || oldState == State.GameOver)
            {
@@ -518,6 +555,8 @@
        /// </summary>
        public void GameOver()
        {
            CommonDebugHelper.Debug("游戏结束了");
            SetState(State.GameOver);
        }
@@ -575,7 +614,7 @@
                if (tower.towerName != towerOld.towerName)
                    continue;
                newT = Instantiate(tower, transform);
                newT = tower;
                break;
            }
@@ -635,7 +674,7 @@
            if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
            {
                if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                {
                    return true;
                }
@@ -716,7 +755,7 @@
                if (sTower && sTower != towerToMove)
                {
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode)
                    if (towerToMove)
                        return true;
                }
            }
@@ -765,6 +804,29 @@
                }
            }
            return "";
        }
        /// <summary>
        /// 提升所有塔的等级,如果现在塔的等级 < level,设置等级为 level,如果 > level 不做改变
        /// </summary>
        /// <param name="level">从0开始</param>
        public void UpgradeAllTowerMinLevel(int level)
        {
            if (level < 0 || level > ElfUpgradeData.MaxTowerLevel - 1) return;
            for (int i = 0; i < m_listTower.Count; ++i)
            {
                if (m_listTower[i].currentLevel < level)
                {
                    m_listTower[i].currentLevel = level;
                    m_listTower[i].CurrentTowerLevel.SetShowLevel(level + 1);
                    m_listTower[i].CurrentTowerLevel.SetScale(level + 1);
                    PlayUpgradeEffect(m_listTower[i]);
                }
            }
            GameConfig.IsUpgradeTowerLevel = true;
            UpdateMinLevelArr();
            EndlessRandomTower.instance.UpdateDescDisplay();
        }
        /// <summary>
@@ -998,9 +1060,12 @@
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
                //下面是为了设置一个虚拟的塔
                if (checkTowerPlaceTower != null)
                {
                    Debug.Log(checkTowerPlaceTower.name);
                    if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                    {
                        if (checkTowerPlaceTower.bInAttackMode)
@@ -1026,24 +1091,11 @@
                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                }
                            }
                        }
                        }
                    }
                    else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                    {
                        //技能宝石没有上阵
                        if (bInAttackModeTower == null)
                        {
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                        else if (bInAttackModeTower != checkTowerPlaceTower)
                        {
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                            bInAttackModeTower = checkTowerPlaceTower;
                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                        }
                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
                    }
                }
                else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
@@ -1055,6 +1107,9 @@
                        {
                            //空格子
                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                        }
                    }
                    else
@@ -1076,7 +1131,7 @@
            }
        }
        void CloseCanPlace()
        public void CloseCanPlace()
        {
            dragTowerPlacement.CloseCanPlace();
            if (bInAttackModeTower != null)
@@ -1087,6 +1142,107 @@
        }
        TowerPlacementGridEndless dragTowerPlacement;
        public void CheckTowerPlaceNew(PointerInfo pointerInfo)
        {
            //return;
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
                {
                    if (m_GridPosition.y == 0 || m_GridPosition.y == 1)
                    {
                        //Debug.Log("未上阵区域,不管有没有塔,都强行吸附");
                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                    }
                    else if (m_GridPosition.y == 2 || m_GridPosition.y == 3)
                    {
                        //Debug.Log("已上阵区域,如果是空格子就强行吸附,先判断是否有塔");
                        //pointerInfo.currentPosition += new Vector2(0, -25f);
                        checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
                        if (checkTowerPlaceTower != null)
                        {
                            //Debug.Log(checkTowerPlaceTower.name);
                            //Debug.Log($"checkTowerPlaceTower.name:{checkTowerPlaceTower.name}  m_GridPosition:{m_GridPosition}");
                            if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                            {
                                if (checkTowerPlaceTower.bInAttackMode)
                                {
                                    //Debug.Log("检测到了塔");
                                    //鼠标检测到了塔
                                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(checkTowerPlaceTower.gridPosition.x, checkTowerPlaceTower.gridPosition.y, false, "");
                                }
                                else
                                {
                                    if (!towerToMove.bInAttackMode)
                                    {
                                        //没有上阵
                                        if (bInAttackModeTower == null)
                                        {
                                            bInAttackModeTower = checkTowerPlaceTower;
                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                        }
                                        else if (bInAttackModeTower != checkTowerPlaceTower)
                                        {
                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                                            bInAttackModeTower = checkTowerPlaceTower;
                                            bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                        }
                                    }
                                }
                                m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
                            }
                        }
                        else if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                        {
                            //Debug.Log("空格子");
                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                        }
                        else
                        {
                            //Debug.Log($"上阵区域 m_GridPosition:{m_GridPosition.x} {m_GridPosition.y}   m_CurrentTower.controller.gridPosition:{m_CurrentTower.controller.gridPosition.x}  {m_CurrentTower.controller.gridPosition.y}");
                            if (m_GridPosition == towerToMove.gridPosition)
                            {
                                //Debug.Log("在原来的地方");
                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
                                m_CurrentTower.transform.position = towerToMove.position;
                            }
                            else
                            {
                                //CloseCanPlace();
                                //Debug.Log("上阵区域,没有开放的塔位");
                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
                                m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
                            }
                        }
                    }
                }
            }
            else
            {
                dragTowerPlacement.CloseCanPlace();
            }
        }
        /// <summary>
        /// 目标位置是否是可攻击属性的空塔位
@@ -1100,31 +1256,20 @@
            Tower sTower = PickTowerInGrid(pointer);
            if (sTower != null)
            {
                // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                // {
                //     //说明可以合成
                //     return sTower;
                // }
                // else
                // {
                //     return null;
                // }
                if (towerToMove)
                {
                    if (towerToMove.bInAttackMode)
                    {
                        return sTower;
                    }
                    else
                    {
                        if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                        {
                            //说明可以合成
                            return sTower;
                        }
                    }
                    return sTower;
                    // if (towerToMove.bInAttackMode)
                    // {
                    // }
                    // else
                    // {
                    //     if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                    //     {
                    //         //说明可以合成
                    //         return sTower;
                    //     }
                    // }
                }
                else
                {
@@ -1137,6 +1282,15 @@
        #endregion
        /// <summary>
        /// 推拽结束,如果判断HasTower==true 就强行释放
        /// </summary>
        public void EndDragCancelPlaceTower()
        {
            Debug.Log("强行释放了m_CurrentTower");
            CancelPlaceTower(null);
        }
        /// <summary>
        /// 拖动一个Tower之后,松开鼠标或者EndDrag.
        /// 1: 目标点可合成,则直接合成。
        /// 2: 目标点不管是空白,还是不能放置Tower,都要让当前的Tower返回到原来的TowerPlace
@@ -1144,7 +1298,6 @@
        /// <param name="pointerInfo"></param>
        public void onEndTowerDrag(PointerInfo pointerInfo)
        {
            bool bSkill = false;
            if (temporaryMat != null)
            {
                //移动虚像隐藏
@@ -1158,8 +1311,10 @@
            }
            if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
                bSkill = true;
            {
                Debug.LogError("只能移动3种塔");
                return;
            }
            if (GameConfig.IsNewbie)
            {
                bool isCanChange = false;
@@ -1185,11 +1340,14 @@
            // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。
            if (isValidateCombineTarget(pointerInfo))
            {
                //Debug.Log("isValidateCombineTarget");
                TryPlaceTower(pointerInfo);
                EndlessRandomTower.instance.UpdateDescDisplay();
            }
            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
            else if (isFreeAttackGrid(pointerInfo))
            {
                //Debug.Log("isFreeAttackGrid:" + m_GridPosition);
                if (!TryPlaceTower(pointerInfo, false))
                {
                    CancelPlaceTower(pointerInfo);
@@ -1205,30 +1363,14 @@
                    towerToMove.Sell();
                    towerToMove = null;
                }
                if (m_CurrentTower != null && m_CurrentTower.controller != null)
                    Destroy(m_CurrentTower.controller.gameObject);
            }
            else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
            {
                CheckCanChangePos(pointerInfo);
            }
            // 当前是Skill塔位的状态.
            else if (bSkill)
            {
                if (SkillPlayEndDrag(pointerInfo))
                {
                    // 先释放掉当前的Ghost塔防.
                    CancelGhostPlacement();
                //Debug.Log("IsSubstitute");
                    // 删除towerToMove,确保塔防数据不再出现多个
                    if (towerToMove != null)
                    {
                        delTower(towerToMove);
                        towerToMove.showTower(true);
                        towerToMove.Sell();
                        towerToMove = null;
                    }
                }
                else
                    CancelPlaceTower(pointerInfo);
                CheckCanChangePos(pointerInfo);
            }
            else
                CancelPlaceTower(pointerInfo);
@@ -1243,7 +1385,8 @@
            if (sTower == null)
                return false;
            if (sTower.bInAttackMode == towerToMove.bInAttackMode)
            //Debug.Log("开始检测是否可以交换塔");
            //if (sTower.bInAttackMode == towerToMove.bInAttackMode)
            {
                IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
@@ -1280,6 +1423,9 @@
                    //强制交换塔的时候检查自身充能条
                    newTower1.CheckCtrl();
                    newTower2.CheckCtrl();
                    //Debug.Log($"newTower1:{newTower1.towerName}  newTower2:{newTower2.towerName}");
                    TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x, newTower2.gridPosition.y);
                    return true;
                }
            }
@@ -1452,6 +1598,7 @@
            return controller;
        }
        private Vector2 dragOffect = new Vector2(0, -55f);
        /// <summary>
        /// Position the ghost tower at the given pointer
        /// </summary>
@@ -1464,15 +1611,29 @@
                return;
                //throw new InvalidOperationException("Trying to move the tower ghost when we don't have one");
            }
            // 我操,终于可以了!ATTENTION TO OPP:
            PointerInfo tp = new PointerActionInfo();
            tp.currentPosition = pointerInfo.currentPosition + dragOffect;
            tp.previousPosition = pointerInfo.previousPosition;
            tp.delta = pointerInfo.delta;
            tp.startedOverUI = pointerInfo.startedOverUI;
            UIPointer pointer = WrapPointer(pointerInfo);
            UIPointer npt = new UIPointer
            {
                overUI = false,
                pointer = tp,
                overWaveLine = false,
                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
            };
            //UIPointer pointer = WrapPointer(tp);
            // Do nothing if we're over UI
            if (pointer.overUI && hideWhenInvalid)
            if (npt.overUI && hideWhenInvalid)
            {
                m_CurrentTower.Hide();
                return;
            }
            MoveGhost(pointer, hideWhenInvalid);
            MoveGhost(npt, hideWhenInvalid);
        }
        /// <summary>
@@ -1629,6 +1790,7 @@
        {
            if (!isBuilding) return false;
            //Debug.Log("开始造塔" + m_GridPosition);
            // 判断是否格子上重复放置塔防
            if (!m_CurrentTower || !IsGhostAtValidPosition())
            {
@@ -1661,6 +1823,7 @@
                        CancelGhostPlacement();
                        return false;
                    }
                    PlaceGhost(pointer);
                }
                return true;
@@ -1690,6 +1853,7 @@
        public void PlayUpgradeEffect(Tower newTower)
        {
            newTower.CurrentTowerLevel.PlayUpGradeEffect();
            AudioSourceManager.Ins.Play(AudioEnum.Upgrade);
        }
        /// <summary>
@@ -1807,7 +1971,7 @@
            {
                //火元素
                PlayAppearEffect(worldPos, fireAppearEffect1);
                PlayAppearEffect(worldPos, fireAppearEffect2);
                //PlayAppearEffect(worldPos, fireAppearEffect2);
                if (Application.platform == RuntimePlatform.WindowsEditor)
                {
                    //UnityEditor.EditorApplication.isPaused = true;
@@ -1817,14 +1981,14 @@
            {
                //木元素
                PlayAppearEffect(worldPos, woodAppearEffect1);
                PlayAppearEffect(worldPos, woodAppearEffect2);
                //PlayAppearEffect(worldPos, woodAppearEffect2);
            }
            else if (towerName.StartsWith("CopyCatTower"))
            {
                //水元素
                PlayAppearEffect(worldPos, waterAppearEffect1);
                PlayAppearEffect(worldPos, waterAppearEffect2);
                //PlayAppearEffect(worldPos, waterAppearEffect2);
            }
        }
        void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
@@ -1958,7 +2122,7 @@
        /// <summary>
        /// 随机放置Tower按钮禁止使用,灰掉.
        /// </summary>
        protected void disableRandomTowerBtn()
        public void disableRandomTowerBtn()
        {
            randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
            //randomTowerBtn.interactable = false;
@@ -1973,7 +2137,7 @@
        /// <summary>
        /// 随机购买Tower的按钮重设置为有效.
        /// </summary>
        protected void enableRandomTowerBtn()
        public void enableRandomTowerBtn()
        {
            // ATTENTION TO FIX: 再次判断是因为有的地方是直接调用
            if ((TowerPrice.instance.currentTowerPrice > EndlessLevelManager.instance.Currency.currentCurrency) ||
@@ -2050,6 +2214,30 @@
            obj.GetComponent<TextMoveDoTween>().FloatCritWord(screenPos.x, screenPos.y);
        }
        /// <summary>
        /// 冰冻飘字
        /// </summary>
        /// <param name="worldPos"></param>
        public void FloatFrostWord(Vector3 worldPos)
        {
            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
            GameObject obj = Instantiate(FrostWord.gameObject);
            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
            obj.GetComponent<TextMoveDoTween>().FloatFrostWord(screenPos.x, screenPos.y);
        }
        /// <summary>
        /// 克制飘字
        /// </summary>
        /// <param name="worldPos"></param>
        public void FloatRestrainWord(Vector3 worldPos)
        {
            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
            GameObject obj = Instantiate(RestrainWord.gameObject);
            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
            obj.GetComponent<TextMoveDoTween>().FloatRestrainWord(screenPos.x, screenPos.y);
        }
        private void Start()
        {
            // 获取相应的放置区域。
@@ -2059,7 +2247,7 @@
                m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
                dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
            }
            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
            //placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
            EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
        }
@@ -2146,7 +2334,6 @@
            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
            if (!successfulPurchase) return false;
            EndlessRandomTower.instance.UpdateDescDisplay();
            SetUpGhostTower(tow);
            //Debug.Log("设置影子塔防.");
            m_CurrentTower.Show();
@@ -2219,7 +2406,7 @@
                //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString());
                return;
            }
            var controller = output.collider.GetComponent<Tower>();
            Tower controller = output.collider.GetComponent<Tower>();
            if (controller != null)
            {
                // 泡泡禁锢状态不允许拖动
@@ -2319,6 +2506,8 @@
            state = State.Normal;
            m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
            //m_Camera = GameObject.Find("BackCamera").GetComponent<Camera>();
            //m_Camera = GetComponent<Camera>();
            TowerDestroyArr = new bool[5, AttackRowNumbers];
        }
@@ -2434,13 +2623,16 @@
            // WORK START: 从这里开始,移动的时候与场景内的WaveSelEffect射线做碰撞。  
            // Raycast onto placement layer
            PlacementAreaRaycast(ref npt);
            //Debug.Log("npt.raycast:" + npt.raycast);
            if (npt.raycast != null)
            {
                MoveGhostWithRaycastHit(npt.raycast.Value);
            }
            else
            {
                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
                return;
                // 根据技能塔的类型,来碰撞不同的数据:
                // 火是列攻击:
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire)
@@ -2478,7 +2670,6 @@
                        m_CurrentTower.fadeOutAttackArea();
                }
                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
            }
        }
@@ -2496,6 +2687,7 @@
                return;
            }
            m_GridPosition = m_CurrentArea.WorldToGrid(raycast.point, m_CurrentTower.controller.dimensions);
            //Debug.Log("修改了m_GridPosition:" + m_GridPosition);
            TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
            m_CurrentTower.Show();
@@ -2517,8 +2709,9 @@
            {
                RaycastHit hit;
                Physics.Raycast(ray, out hit, float.MaxValue);
                // check against all layers that the ghost can be on
                Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
                //Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
                if (hit.collider == null)
                {
                    return;
@@ -2545,10 +2738,12 @@
        /// <exception cref="InvalidOperationException">If we're not in the correct state</exception>
        protected void PlaceGhost(UIPointer pointer)
        {
            MoveGhost(pointer);
            //MoveGhost(pointer);
            if (m_CurrentArea != null)
            {
                //Debug.Log("开始检测PlaceGhost:" + m_GridPosition);
                TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
                if (fits == TowerFitStatus.Fits)