| | |
| | | } |
| | | } |
| | | |
| | | |
| | | // TowerList用于简单记录相关的数据 |
| | | protected List<Tower> m_listTower = new List<Tower>(); |
| | | |
| | |
| | | PlayUpgradeEffect(m_listTower[i]); |
| | | } |
| | | } |
| | | UpdateMinLevelArr(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | #endregion |
| | | |
| | | /// <summary> |
| | | /// 推拽结束,如果判断HasTower==true 就强行释放 |
| | | /// </summary> |
| | | public void EndDragCancelPlaceTower() |
| | | { |
| | | Debug.Log("强行释放了m_CurrentTower"); |
| | | CancelPlaceTower(null); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 拖动一个Tower之后,松开鼠标或者EndDrag. |
| | | /// 1: 目标点可合成,则直接合成。 |
| | | /// 2: 目标点不管是空白,还是不能放置Tower,都要让当前的Tower返回到原来的TowerPlace |
| | |
| | | else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo)) |
| | | { |
| | | CheckCanChangePos(pointerInfo); |
| | | if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) |
| | | UpgradeAllTowerMinLevel(1); |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | | else if (bSkill) |
| | |
| | | public void PlayUpgradeEffect(Tower newTower) |
| | | { |
| | | newTower.CurrentTowerLevel.PlayUpGradeEffect(); |
| | | AudioSourceManager.Ins.Play(AudioEnum.Upgrade); |
| | | } |
| | | |
| | | /// <summary> |