wangguan
2020-11-24 a27b3510185c04eb385f5ab3ad24fd4e87a27626
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -714,6 +714,29 @@
        }
        /// <summary>
        /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生
        /// </summary>
        /// <param name="pinfo"></param>
        /// <returns></returns>
        protected bool IsSubstituteGuide(PointerInfo pinfo)
        {
            if (!m_CurrentTower || !IsGhostAtValidPosition())
            {
                // 判断格子上的塔防:
                UIPointer pointer = WrapPointer(pinfo);
                Tower sTower = PickTowerInGrid(pointer);
                if (sTower && sTower != towerToMove)
                {
                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL)
                        return true;
                }
            }
            return false;
        }
        /// <summary>
        /// 获取目标格子上的塔防的名字数据
        /// </summary>
        /// <param name="pinfo"></param>
@@ -1125,6 +1148,28 @@
            if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
                bSkill = true;
            if (GameConfig.IsNewbie)
            {
                bool isCanChange = false;
                if (EndlessLevelManager.instanceExists && IsSubstituteGuide(pointerInfo))
                {
                    isCanChange = CheckCanChangePos(pointerInfo);
                }
                if (isCanChange)
                {
                    GuideCtrl.Ins.DragDone();
                    Debug.Log("交换了位置");
                }
                else
                {
                    GuideCtrl.Ins.EndDrag11_1();
                    CancelPlaceTower(pointerInfo);
                    Debug.Log("没有放置在火塔上");
                }
                return;
            }
            // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。
            if (isValidateCombineTarget(pointerInfo))
            {
@@ -1151,49 +1196,7 @@
            }
            else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
            {
                // 可以发生置换
                UIPointer pointer = WrapPointer(pointerInfo);
                // 格子上的塔
                Tower sTower = PickTowerInGrid(pointer);
                if (sTower.bInAttackMode == towerToMove.bInAttackMode)
                {
                    IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                    IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
                    if (m_CurrentArea == null)
                    {
                        CancelGhostPlacement();
                        towerToMove.showTower(true);
                    }
                    else
                    {
                        Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
                        Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
                        if (towerToMove != null)
                        {
                            delTower(towerToMove);
                            towerToMove.showTower(true);
                            towerToMove.Sell();
                            towerToMove = null;
                        }
                        delTower(sTower);
                        sTower.showTower(true);
                        sTower.Sell();
                        sTower = null;
                        CancelGhostPlacement();
                        newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
                        newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
                        //强制交换塔的时候检查自身充能条
                        newTower1.CheckCtrl();
                        newTower2.CheckCtrl();
                    }
                }
            }
            // 当前是Skill塔位的状态.
            else if (bSkill)
@@ -1219,6 +1222,60 @@
                CancelPlaceTower(pointerInfo);
        }
        private bool CheckCanChangePos(PointerInfo pointerInfo)
        {
            // 可以发生置换
            UIPointer pointer = WrapPointer(pointerInfo);
            // 格子上的塔
            Tower sTower = PickTowerInGrid(pointer);
            if (sTower == null)
                return false;
            if (sTower.bInAttackMode == towerToMove.bInAttackMode)
            {
                IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
                IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
                if (m_CurrentArea == null)
                {
                    CancelGhostPlacement();
                    towerToMove.showTower(true);
                    return false;
                }
                else
                {
                    Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
                    Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
                    if (towerToMove != null)
                    {
                        delTower(towerToMove);
                        towerToMove.showTower(true);
                        towerToMove.Sell();
                        towerToMove = null;
                    }
                    delTower(sTower);
                    sTower.showTower(true);
                    sTower.Sell();
                    sTower = null;
                    CancelGhostPlacement();
                    newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
                    newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
                    //强制交换塔的时候检查自身充能条
                    newTower1.CheckCtrl();
                    newTower2.CheckCtrl();
                    return true;
                }
            }
            return false;
        }
        /// <summary>
        /// 强制放置塔,主要是用于新手
        /// </summary>