wangguan
2020-11-10 65a6f11553bcb46d6244dbafe63b6225dfa4d56e
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -842,20 +842,117 @@
            overTimer = null;
        }
        #region 拖动时候给塔位一个标识
        public MeshRenderer temporaryMat;//移动时候的虚像材质
        public void CheckTowerPlace(PointerInfo pointerInfo)
        /// <summary>
        /// 查找可以合成的塔
        /// </summary>
        public void CheckAllCanPlace()
        {
            return;
            //下面是为了设置一个虚拟的塔
            if (isFreeAttackGrid(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
            if (m_CurrentTower != null)
            {
                Debug.Log("得到了一个空的塔位");
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    List<IntVector2> allTowerP = new List<IntVector2>();
                    List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                (m_CurrentArea as TowerPlacementGridEndless).GetMeshRender(m_GridPosition.x, m_GridPosition.y, "1");
                //if(temporaryMat)
                    for (int i = 0; i < m_listTower.Count; i++)
                    {
                        if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                        {
                            if (towerToMove.gridPosition != m_listTower[i].gridPosition)
                                //说明可以合成
                                allPSTowerP.Add(m_listTower[i].gridPosition);
                        }
                        else
                        {
                            //把不符合条件的传进去
                            allTowerP.Add(m_listTower[i].gridPosition);
                        }
                    }
                (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)
                {
                    //Debug.Log("需要激活兵线下方绿色标识");
                }
            }
        }
        /// <summary>
        /// 关闭所有标识
        /// </summary>
        public void CloseCanPlaceRenderer()
        {
            if (m_CurrentArea != null)
                (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer();
        }
        /// <summary>
        /// 检查符合条件的塔
        /// </summary>
        /// <param name="pointerInfo"></param>
        public void CheckTowerPlace(PointerInfo pointerInfo)
        {
            //return;
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                //下面是为了设置一个虚拟的塔
                if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    //Debug.Log("得到了一个空的塔位");
                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y);
                    //if(temporaryMat)
                }
                else
                {
                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                }
            }
        }
        /// <summary>
        /// 目标位置是否是可攻击属性的空塔位
        /// </summary>
        /// <param name="pinfo"></param>
        /// <returns></returns>
        protected bool isFreeAttackGridOnDrag(PointerInfo pinfo)
        {
            // 判断格子上的塔防:
            UIPointer pointer = WrapPointer(pinfo);
            Tower sTower = PickTowerInGrid(pointer);
            if (sTower != null)
            {
                if (sTower.bInAttackMode && towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
                {
                    //说明可以合成
                    return true;
                }
                else
                {
                    return false;
                }
            }
            if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
            {
                if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                {
                    return true;
                }
            }
            return false;
        }
        #endregion
        /// <summary>
        /// 拖动一个Tower之后,松开鼠标或者EndDrag.
@@ -1829,6 +1926,8 @@
            CalSelTowerScreenOffset(info, controller);
        }
        /// <summary>
        /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。
        /// </summary>