| | |
| | | SetToDragMode(newT); |
| | | |
| | | if (towerOld.towerFeature == EFeatureTower.Skill_Bomb) |
| | | m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId); |
| | | m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | if (!m_CurrentTower || !IsGhostAtValidPosition()) |
| | | { |
| | | // 最大级别的Tower不能再合并了. |
| | | if (towerToMove.isAtMaxLevel) |
| | | if (towerToMove.IsMaxLevel) |
| | | return false; |
| | | |
| | | // 判断格子上的塔防: |
| | |
| | | if (bInAttackModeTower == null) |
| | | { |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(true); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | else if (bInAttackModeTower != checkTowerPlaceTower) |
| | | { |
| | | |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(true); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | } |
| | | |
| | |
| | | if (bInAttackModeTower == null) |
| | | { |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(true); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | else if (bInAttackModeTower != checkTowerPlaceTower) |
| | | { |
| | | |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(true); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | } |
| | | } |
| | |
| | | dragTowerPlacement.CloseCanPlace(); |
| | | if (bInAttackModeTower != null) |
| | | { |
| | | bInAttackModeTower.currentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower = null; |
| | | } |
| | | } |
| | |
| | | Tower controller = currentTower.controller; |
| | | Tower createdTower = Instantiate(controller); |
| | | createdTower.PlayWaveLineFlash = playEffect; |
| | | createdTower.Initialize(m_CurrentArea, pos); |
| | | createdTower.SetLevel(level - 1); |
| | | createdTower.Initialize(m_CurrentArea, pos, level - 1); |
| | | |
| | | if (playEffect) |
| | | PlayUpgradeEffect(createdTower); |
| | |
| | | ray = m_Camera.ScreenPointToRay(tp.currentPosition) |
| | | }; |
| | | |
| | | int sId = towerToMove.attributeId; |
| | | int sId = towerToMove.ElfId; |
| | | int sLevel = towerToMove.currentLevel; |
| | | |
| | | // 火是列攻击: |
| | |
| | | { |
| | | throw new InvalidOperationException("Selected Tower is null"); |
| | | } |
| | | if (currentSelectedTower.isAtMaxLevel) |
| | | if (currentSelectedTower.IsMaxLevel) |
| | | { |
| | | return; |
| | | } |
| | |
| | | { |
| | | throw new InvalidOperationException("Selected Tower is null"); |
| | | } |
| | | if (currentSelectedTower.isAtMaxLevel) |
| | | if (currentSelectedTower.IsMaxLevel) |
| | | return false; |
| | | |
| | | // 直接随机升级,零成本。 |
| | |
| | | /// <param name="worldPos"></param> |
| | | public void PlayUpgradeEffect(Tower newTower) |
| | | { |
| | | newTower.currentTowerLevel.PlayUpGradeEffect(); |
| | | newTower.CurrentTowerLevel.PlayUpGradeEffect(); |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 战场内所有的Tower实例都需要升级相关的数据. |
| | | /// 找到相同类型的所有Tower,然后进行局内升级的修改。 |
| | | /// </summary> |
| | | /// <param name="td"></param> |
| | | protected void towerUpgradeInBattle(TowerLevelUp tlu) |
| | | { |
| | | foreach (Tower tower in m_listTower) |
| | | { |
| | | if (tlu.towerName != tower.towerName) |
| | | continue; |
| | | tower.upGradeInSceneTL(); |
| | | } |
| | | return; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Reset TimeScale if game is paused |
| | | /// </summary> |
| | | protected override void OnDestroy() |
| | |
| | | // Place the ghost |
| | | Tower controller = m_CurrentTower.controller; |
| | | Tower createdTower = Instantiate(controller); |
| | | createdTower.Initialize(m_CurrentArea, m_GridPosition); |
| | | createdTower.SetLevel(dragTowerLevel); |
| | | createdTower.Initialize(m_CurrentArea, m_GridPosition, dragTowerLevel); |
| | | |
| | | // ATTENTION TO FIX:是否应该加入List: |
| | | addTower(createdTower); |
| | | PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position); |
| | | PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position); |
| | | dragTowerLevel = 0; |
| | | CancelGhostPlacement(); |
| | | } |
| | |
| | | /// <summary> |
| | | /// 播放宝石上阵特效 |
| | | /// </summary> |
| | | /// <param name="attributeId">101 火,105 水,109 木</param> |
| | | /// <param name="ElfId">101 火,201 水,301 木</param> |
| | | /// <param name="worldPos">世界坐标</param> |
| | | public void PlayToAttackEffect(int attributeId, Vector3 worldPos) |
| | | public void PlayToAttackEffect(int ElfId, Vector3 worldPos) |
| | | { |
| | | string path = $"UI/DengChang_{attributeId}"; |
| | | string path = $"UI/DengChang_{ElfId}"; |
| | | |
| | | GameObject prefab = Resources.Load<GameObject>(path); |
| | | GameObject obj = Instantiate(prefab); |