| | |
| | | /// </summary> |
| | | public GameObject TowerAppearEffectPrefab; |
| | | |
| | | /// <summary> |
| | | /// 保存所有生成或合成的塔的最小等级,索引0 -> 火木水塔 索引1 -> 技能塔 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int[] MinLevelArr = { 0, 0 }; |
| | | |
| | | public IPlacementArea selfTowerPlaceArea |
| | | { |
| | | get |
| | |
| | | } |
| | | } |
| | | |
| | | private void UpdateMinLevelArr() |
| | | { |
| | | int min1 = -1; |
| | | int min2 = -1; |
| | | |
| | | for (int i = 0; i < m_listTower.Count; ++i) |
| | | { |
| | | if (m_listTower[i].towerFeature == EFeatureTower.NULL) |
| | | { |
| | | if (min1 == -1 || m_listTower[i].currentLevel < min1) |
| | | min1 = m_listTower[i].currentLevel; |
| | | } |
| | | else |
| | | { |
| | | if (min2 == -1 || m_listTower[i].currentLevel < min2) |
| | | min2 = m_listTower[i].currentLevel; |
| | | } |
| | | } |
| | | |
| | | MinLevelArr[0] = Mathf.Max(min1, 0); |
| | | MinLevelArr[1] = Mathf.Max(min2, 0); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 增加一个防塔的数据结构,测试数据 |
| | | /// </summary> |
| | |
| | | public void addTower(Tower t) |
| | | { |
| | | m_listTower.Add(t); |
| | | UpdateMinLevelArr(); |
| | | |
| | | // 当前所在的位置是否攻击位置,随手瞎写:2 或者 3也就是前两排是上阵的 |
| | | if (t.gridPosition.y >= 2) |