| | |
| | | if (gameUI.isBuilding) |
| | | gameUI.CancelGhostPlacement(); |
| | | |
| | | if (EndlessUIStart.instance.GameStartTime >= LEVELUP_TOWER_TIME) |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level == -1 ? 1 : level, cost); |
| | | if (level == -1) |
| | | { |
| | | int[] minLevelArr = EndlessGameUI.instance.MinLevelArr; |
| | | |
| | | if (tower.towerFeature == EFeatureTower.NULL) |
| | | level = Mathf.Min(minLevelArr[0], 1); |
| | | else |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level == -1 ? 0 : level, cost); |
| | | level = Mathf.Min(minLevelArr[1], 1); |
| | | } |
| | | |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost); |
| | | } |
| | | |
| | | /// <summary> |