| | |
| | | // Start is called before the first frame update |
| | | void Start() |
| | | { |
| | | countDownLimit = JsonDataCenter.GetById<battle>(23).value; |
| | | //Debug.Log("设置了倒计时:" + countDownLimit); |
| | | if (!EndlessLevelManager.instanceExists) |
| | | Debug.LogError("[UI] No level manager for tower list"); |
| | | |
| | |
| | | |
| | | public void UpdateDescDisplay() |
| | | { |
| | | int minLevel = 0; |
| | | |
| | | if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) |
| | | minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | int minLevel = GameConfig.IsUpgradeTowerLevel ? 1 : 0; |
| | | |
| | | NormalDesc.text = $"购买{minLevel + 1}级宝石"; |
| | | } |
| | |
| | | if (isCountStartDown) |
| | | { |
| | | countDownTime += Time.deltaTime; |
| | | //Debug.Log("倒计时中"); |
| | | if (countDownTime > countDownLimit) |
| | | { |
| | | |
| | |
| | | |
| | | if (current >= result && num < 10)//自己的钱多 |
| | | { |
| | | //Debug.Log($"当前金币 :{current} 下一次购买需要金币:{result} 塔的数量:{num}"); |
| | | isCountStartDown = false; |
| | | needClickPS.Play(); |
| | | } |
| | | } |
| | | |
| | | |
| | | public void CheckMoney() |
| | | { |
| | | int result; |
| | | int.TryParse(cashText.text.ToString(), out result); |
| | | int current = EndlessLevelManager.instance.Currency.currentCurrency; |
| | | if (current < result && needClickPS.isPlaying)//自己的钱多 |
| | | { |
| | | needClickPS.Stop(); |
| | | isCountStartDown = true; |
| | | countDownTime = 0; |
| | | } |
| | | } |
| | | |
| | | private void CheckCurrencyEnough() |
| | | { |
| | |
| | | if (gameUI.isBuilding) |
| | | gameUI.CancelGhostPlacement(); |
| | | |
| | | if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) |
| | | if (level == -1) |
| | | { |
| | | if (level == -1) |
| | | level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); |
| | | } |
| | | else |
| | | { |
| | | if (level == -1) |
| | | level = 0; |
| | | level = GameConfig.IsUpgradeTowerLevel ? 1 : 0; |
| | | } |
| | | |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); |