| | |
| | | |
| | | protected int maxTower = 0; |
| | | |
| | | private bool firstDeploy = false; |
| | | |
| | | public static readonly int MAX_TOWERDIS = 5; |
| | | |
| | | // 开始出现技能塔的时间: |
| | |
| | | /// </summary> |
| | | public void onClick() |
| | | { |
| | | if (GameConfig.IsNewbie && !GameConfig.CanBuyNewTower) return; |
| | | |
| | | // 还没到技能时间,忽略掉技能宝石 |
| | | Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); |
| | | |
| | |
| | | /// 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) |
| | | public bool RandomPlaceTower(Tower tower, int level = -1, int cost = -1, int posx = - 1, int posy = -1) |
| | | { |
| | | EndlessGameUI gameUI = EndlessGameUI.instance; |
| | | |
| | |
| | | gameUI.CancelGhostPlacement(); |
| | | |
| | | if (EndlessUIStart.instance.GameStartTime >= LEVELUP_TOWER_TIME) |
| | | return gameUI.RandomPlaceTower(tower, -1, -1, level == -1 ? 1 : level, cost); |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level == -1 ? 1 : level, cost); |
| | | else |
| | | return gameUI.RandomPlaceTower(tower, -1, -1, level == -1 ? 0 : level, cost); |
| | | return gameUI.RandomPlaceTower(tower, posx, posy, level == -1 ? 0 : level, cost); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | targetTower = getTowerByName(tname); |
| | | |
| | | // River: 随机找一个空白位置放置塔防。 |
| | | EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl); |
| | | EndlessGameUI.instance.RandomPlaceTower(targetTower, x, y, lvl, -1, true); |
| | | } |
| | | } |