| | |
| | | if (name == this.towerArray[ti].towerName) |
| | | return towerArray[ti]; |
| | | |
| | | return GetRandomTower(EFeatureTower.NULL, true); |
| | | return GetRandomTower(EFeatureTower.NULL); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | /// 根据规则生成一个随机的塔 |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | public Tower GetRandomTower(EFeatureTower towerType, bool isRandom) |
| | | public Tower GetRandomTower(EFeatureTower towerType, bool isRandom = false) |
| | | { |
| | | int[] indexArr = { 0, 1, 2, 3, 4 }; |
| | | |
| | |
| | | if (gameUI.isBuilding) |
| | | gameUI.CancelGhostPlacement(); |
| | | |
| | | if (level == -1) |
| | | level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | if (EndlessUIStart.instance.GameStartTime >= LEVELUP_TOWER_TIME) |
| | | { |
| | | if (level == -1) |
| | | level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | } |
| | | else |
| | | { |
| | | if (level == -1) |
| | | level = 0; |
| | | } |
| | | |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); |
| | | } |