| | |
| | | /// 塔防对应的充能状态. |
| | | /// </summary> |
| | | public ETowerFuntion eTowerFuntion = ETowerFuntion.NULL; |
| | | protected BulletUICtl bulletCtl = null; |
| | | public BulletUICtl bulletCtl = null; |
| | | |
| | | /// <summary> |
| | | /// The tower levels associated with this tower |
| | |
| | | /// 攻击增加 |
| | | /// </summary> |
| | | public float attackRise { get; set; } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 塔防数据的局内升级 |
| | |
| | | if (this.eTowerFuntion == ETowerFuntion.BULLET) |
| | | { |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x); |
| | | /* |
| | | if (buc) |
| | | { |
| | | buc.gameObject.SetActive(true); |
| | | this.bulletCtl = buc; |
| | | buc.resetToMaxBullet(); |
| | | } |
| | | }*/ |
| | | } |
| | | } |
| | | |