wangguan
2020-10-27 bac1e673b54b1e5f773c4bd098e1b4fe8981c62e
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -119,6 +119,10 @@
        /// </summary>
        public float attackRise { get; set; }
        /// <summary>
        /// 用于界面部分的数据位移
        /// </summary>
        protected int progressOffset = 0;
        /// <summary>
        /// 塔防数据的局内升级
@@ -127,6 +131,13 @@
        {
            get; set;
        }
        public int uiProOffset
        {
            get { return this.progressOffset; }
            set { this.progressOffset = value; }
        }
        /// <summary>
        /// Gets whether the tower can level up anymore
@@ -223,6 +234,73 @@
        }
        /// <summary>
        /// 去掉当前Tower对应的界面数据.
        /// </summary>
        public void DisableTowerUICtrl()
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            {
                buc.gameObject.SetActive(false);
                this.bulletCtl = null;
            }
            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
            {
                // 设置数据
                euc.gameObject.SetActive(false);
                this.energyCtl = null;
            }
            return;
       }
        public int GetTowerUICtrlProgress()
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
                return buc.GetCtlProgress();
            EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
                return euc.GetCtlProgress();
            return 0;
        }
        public void SetTowerUICtlProcess( int pro)
        {
            // 根据是否是子弹塔防来决定是否显示相应的界面
            BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x, gridPosition.y);
            if ((this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null))
            {
                buc.SetCtlProcess(pro);
                progressOffset = pro;
            }
                EnergyUICtl euc = placementArea.GetEnergyUICtl(gridPosition.x, gridPosition.y);
            if ((eTowerFuntion == ETowerFuntion.ENERGY) && (euc != null))
            {
                euc.SetCtlProcess(pro);
                progressOffset = pro;
                if (progressOffset == 10)
                    progressOffset = 0;
            }
                return;
        }
        /// <summary>
        /// 充能技能相关的代码开关。包括子弹充能和时间充能
        /// </summary>
        protected void OnTowerUICtrl()