| | |
| | | RandomPlaceTower(newTower, -1, -1, -1, -1, true); |
| | | |
| | | btnPS?.Play(); |
| | | //重置倒计时 |
| | | |
| | | // if (newTower.towerFeature == EFeatureTower.NULL) |
| | | // { |
| | | // string tmpTowerName = newTower.towerName; |
| | | // towerNameLis.Add(tmpTowerName); |
| | | // int count = 0; |
| | | // bool isFirstBuy = true; |
| | | // for (int i = 0; i < towerNameLis.Count; i++) |
| | | // { |
| | | // if (towerNameLis[i] == tmpTowerName) |
| | | // { |
| | | // count++; |
| | | // if (count == 2) |
| | | // { |
| | | // isFirstBuy = false; |
| | | // break; |
| | | // } |
| | | // } |
| | | // } |
| | | if (!isCountStartDown) |
| | | { |
| | | needClickPS.Stop(); |
| | | isCountStartDown = true; |
| | | } |
| | | |
| | | // if (isFirstBuy) |
| | | // { |
| | | // //Debug.Log("首次购买:" + tmpTowerName); |
| | | |
| | | // } |
| | | // else |
| | | // { |
| | | // //Debug.Log("购买了多次了:" + tmpTowerName); |
| | | // } |
| | | // RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy); |
| | | |
| | | // } |
| | | // else |
| | | // { |
| | | // RandomPlaceTower(newTower, -1, -1, -1, -1, false); |
| | | // } |
| | | |
| | | countDownTime = 0f; |
| | | } |
| | | |
| | | |
| | | private bool isCountStartDown = false;//是否开始倒计时 |
| | | public void SetCountDown(bool isOn, bool isReset = false) |
| | | { |
| | | isCountStartDown = isOn; |
| | | if (isReset) countDownTime = 0; |
| | | } |
| | | float countDownTime = 0f; |
| | | float countDownLimit = 5f; |
| | | public ParticleSystem needClickPS;//提示点击按钮 |
| | | /// <summary> |
| | | /// This function is called every fixed framerate frame, if the MonoBehaviour is enabled. |
| | | /// </summary> |
| | | void FixedUpdate() |
| | | { |
| | | if (isCountStartDown) |
| | | { |
| | | countDownTime += Time.deltaTime; |
| | | Debug.Log("倒计时中"); |
| | | if (countDownTime > countDownLimit) |
| | | { |
| | | |
| | | CheckTower(); |
| | | countDownTime = 0; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 查看是否满足播放按钮提示 |
| | | /// </summary> |
| | | private void CheckTower() |
| | | { |
| | | Debug.Log("判断是否提示"); |
| | | |
| | | //条件 金币是否满足,合成区是否有位置 |
| | | int result; |
| | | int.TryParse(cashText.text.ToString(), out result); |
| | | int current = EndlessLevelManager.instance.Currency.currentCurrency; |
| | | int num = EndlessGameUI.instance.GetTowerNum(); |
| | | |
| | | if (current >= result && num < 10)//自己的钱多 |
| | | { |
| | | isCountStartDown = false; |
| | | needClickPS.Play(); |
| | | } |
| | | } |
| | | |
| | | |
| | | |
| | | private void CheckCurrencyEnough() |
| | | { |
| | | int result; |