wangguan
2020-11-10 65a6f11553bcb46d6244dbafe63b6225dfa4d56e
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -851,21 +851,37 @@
        /// </summary>
        public void CheckAllCanPlace()
        {
            List<IntVector2> allTowerP = new List<IntVector2>();
            for (int i = 0; i < m_listTower.Count; i++)
            if (m_CurrentTower != null)
            {
                if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    //说明可以合成
                    List<IntVector2> allTowerP = new List<IntVector2>();
                    List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                    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
                else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
                {
                    //把不符合条件的传进去
                    allTowerP.Add(m_listTower[i].gridPosition);
                    //Debug.Log("需要激活兵线下方绿色标识");
                }
            }
            (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
        }
        /// <summary>
@@ -873,7 +889,8 @@
        /// </summary>
        public void CloseCanPlaceRenderer()
        {
            (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer();
            if (m_CurrentArea != null)
                (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlaceRenderer();
        }
        /// <summary>
@@ -883,18 +900,22 @@
        public void CheckTowerPlace(PointerInfo pointerInfo)
        {
            //return;
            //下面是为了设置一个虚拟的塔
            if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
            {
                //Debug.Log("得到了一个空的塔位");
                //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)
                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y);
                    //if(temporaryMat)
                }
                else
                {
                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
                }
            }
            else
            {
                (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
            }
        }
        /// <summary>