| | |
| | | if (!newTower) |
| | | throw new Exception("未能成功产生Tower"); |
| | | |
| | | RandomPlaceTower(newTower); |
| | | |
| | | |
| | | if (newTower.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | string tmpTowerName = newTower.towerName; |
| | | towerNameLis.Add(tmpTowerName); |
| | | int count = 0; |
| | | bool isFirstBuy = true; |
| | | for (int i = 0; i < towerNameLis.Count; i++) |
| | | { |
| | | if (towerNameLis[i] == tmpTowerName) |
| | | { |
| | | count++; |
| | | if (count == 2) |
| | | { |
| | | isFirstBuy = false; |
| | | break; |
| | | } |
| | | } |
| | | } |
| | | |
| | | if (isFirstBuy) |
| | | { |
| | | //Debug.Log("首次购买:" + tmpTowerName); |
| | | |
| | | } |
| | | else |
| | | { |
| | | //Debug.Log("购买了多次了:" + tmpTowerName); |
| | | } |
| | | RandomPlaceTower(newTower, -1, -1, -1, -1, isFirstBuy); |
| | | |
| | | } |
| | | else |
| | | { |
| | | RandomPlaceTower(newTower, -1, -1, -1, -1, false); |
| | | } |
| | | } |
| | | |
| | | private List<string> towerNameLis = new List<string>();//用来判断是否是首次购买宝石 |
| | | |
| | | /// <summary> |
| | | /// 随机找一个空白位置放置塔防 |
| | | /// </summary> |
| | | /// <param name="tower"></param> |
| | | public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = -1, int posy = -1) |
| | | public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = -1, int posy = -1, bool isFirstAppear = false) |
| | | { |
| | | EndlessGameUI gameUI = EndlessGameUI.instance; |
| | | |
| | |
| | | level = 0; |
| | | } |
| | | |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost); |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); |
| | | } |
| | | |
| | | /// <summary> |