| | |
| | | allTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | } |
| | | |
| | | if (m_CurrentArea != null) |
| | | { |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); |
| | | (m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); |
| | | } |
| | | |
| | | |
| | | } |
| | | else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) |
| | | { |
| | |
| | | TryPlaceTower(pointerInfo); |
| | | else if (isFreeAttackGrid(pointerInfo) && !bSkill) |
| | | { |
| | | if (!TryPlaceTower(pointerInfo, false, true)) return; |
| | | if (!TryPlaceTower(pointerInfo, false, true)) |
| | | { |
| | | CancelPlaceTower(pointerInfo); |
| | | |
| | | Debug.Log("这里需要返回原位"); |
| | | return; |
| | | } |
| | | |
| | | // 删除towerToMove,确保塔防数据不再出现多个 |
| | | if (towerToMove != null) |