| | |
| | | /// </summary> |
| | | private EndlessTowerGridOpen[,] m_arrTGO; |
| | | |
| | | public GameObject[] TowerGridOpenObjArr; |
| | | |
| | | private float[,] m_arrCoinGenTime; |
| | | |
| | | /// <summary> |
| | |
| | | if (!arrTowerEnergyEffect[x, dy]) return; |
| | | |
| | | if (play) |
| | | { |
| | | if (!arrTowerEnergyEffect[x, dy].gameObject.activeSelf) |
| | | arrTowerEnergyEffect[x, dy].gameObject.SetActive(true); |
| | | arrTowerEnergyEffect[x, dy].Play(); |
| | | } |
| | | else |
| | | { |
| | | |
| | | arrTowerEnergyEffect[x, dy].Stop(); |
| | | arrTowerEnergyEffect[x, dy].gameObject.SetActive(false); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | PlacementTile tileToUse; |
| | | #if UNITY_STANDALONE |
| | | //tileToUse = placementTilePrefab; |
| | | tileToUse = placementTilePrefabMobile; |
| | | //tileToUse = placementTilePrefab; |
| | | tileToUse = placementTilePrefabMobile; |
| | | #else |
| | | tileToUse = placementTilePrefabMobile; |
| | | #endif |
| | |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <param name="y"></param> |
| | | public void CheckCanPlaceUpdate(int x, int y) |
| | | public void CheckCanPlaceUpdate(int x, int y, bool isEmpty, string towerName) |
| | | { |
| | | CloseCanPlace(); |
| | | currentCanPlace = m_Tiles[x, y]; |
| | | currentCanPlace.SetSelect(true); |
| | | if (isEmpty) |
| | | { |
| | | currentCanPlace.SetTowerVirtualshadow(towerName); |
| | | } |
| | | } |
| | | |
| | | /// <summary> |