| | |
| | | public GameObject woodAppearEffect1; |
| | | public GameObject woodAppearEffect2; |
| | | /// <summary> |
| | | /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔 |
| | | /// 保存所有生成或合成的塔的最小等级 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int MinLevel; |
| | |
| | | |
| | | // 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)) |
| | | { |
| | | TryPlaceTower(pointerInfo); |
| | | EndlessRandomTower.instance.UpdateDescDisplay(); |
| | | } |
| | | else if (isFreeAttackGrid(pointerInfo) && !bSkill) |
| | | { |
| | | if (!TryPlaceTower(pointerInfo, false, true)) |
| | |
| | | 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(); |