chenxin
2020-11-14 719a8a206e5167a28e5d968e13c38a3114082b7a
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -586,6 +586,7 @@
            // 血条位置的设定
            PreCalculateTowerBloodUi();
            float[] gapArr = { 0.2f, 0.7f };
            m_arrTGO = new EndlessTowerGridOpen[dimensions.x, dimensions.y];
            for (int x = 0; x < dimensions.x; ++x)
@@ -599,8 +600,8 @@
                    buyButton.transform.SetParent(container.transform);
                    Vector3 pos = buyButton.transform.position;
                    pos.x = arrGridCentPos[x, y].x;
                    pos.z = arrGridCentPos[x, y].y;
                    pos.x = arrGridCentPos[x, y].x + (x - 2) * gapArr[3 - y];
                    pos.z = arrGridCentPos[x, y].y + 6f;
                    pos.y = 30;
                    buyButton.transform.position = pos;
                    buyButton.transform.localRotation = Quaternion.identity;
@@ -661,6 +662,8 @@
            arrTowerEnergyUi = new EnergyUICtl[dimensions.x, AttackRowNumbers];
            arrTowerEnergyEffect = new ParticleSystem[dimensions.x, AttackRowNumbers];
            float[] gapArr = { 0.4f, 0.6f };
            for (int x = 0; x < dimensions.x; x++)
            {
                for (int y = 0; y < AttackRowNumbers; ++y)
@@ -686,15 +689,15 @@
                    arrTowerBloodUi[x, y] = tbv;
                    tbv.gameObject.SetActive(false);
                    Vector3 targetPos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1));
                    // 子弹条
                    img = Instantiate(towerBulletUIPrefab);
                    img.transform.SetParent(container.transform, true);
                    tpos = img.transform.position;
                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f;
                    tpos.z = m_arrTowerBulletUIPos[x, y].y - 0.5f;
                    tpos.y = 30f;
                    img.transform.position = tpos;
                    img.transform.localScale = Vector3.one;
                    img.transform.localRotation = Quaternion.identity;
                    img.transform.SetParent(transform, false);
                    img.transform.position = targetPos;
                    Vector3 pos = img.transform.position;
                    pos.x -= 1f;
                    img.transform.position = pos;
                    BulletUICtl buc = img.GetComponent<BulletUICtl>();
                    arrTowerBulletUi[x, y] = buc;
@@ -704,8 +707,8 @@
                    img = Instantiate(towerEnergyUIPrefab);
                    img.transform.SetParent(container.transform);
                    tpos = img.transform.position;
                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.2f;
                    tpos.z = m_arrTowerBulletUIPos[x, y].y - 0.5f;
                    tpos.x = m_arrTowerBulletUIPos[x, y].x + 4.4f + (x - 2) * gapArr[y];
                    tpos.z = m_arrTowerBulletUIPos[x, y].y + 5f;
                    tpos.y = 30f;
                    img.transform.position = tpos;
                    img.transform.localScale = Vector3.one;
@@ -717,8 +720,7 @@
                    // 设置播放特效对应的3D坐标:
                    Vector3 vpos = GridToWorld(new IntVector2(x, dy - y), new IntVector2(2, 1));
                    vpos.x -= (gridSize / 2.0f);
                    vpos.y += 5.0f;
                    vpos.x -= 1f;
                    arrTowerEnergyEffect[x, y] = Instantiate(energyEffectPrefab);
                    arrTowerEnergyEffect[x, y].transform.position = vpos;