| | |
| | | { |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的 |
| | | List<IntVector2> allTowerP = null;//排除不能合成的 |
| | | // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 |
| | | |
| | | if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1) |
| | | if (towerToMove) |
| | | { |
| | | for (int i = 0; i < m_listTower.Count; i++) |
| | | if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1) |
| | | { |
| | | if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) |
| | | allTowerP = new List<IntVector2>(); |
| | | for (int i = 0; i < m_listTower.Count; i++) |
| | | { |
| | | // if (towerToMove.gridPosition != m_listTower[i].gridPosition) |
| | | // //说明可以合成 |
| | | // allPSTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | else |
| | | { |
| | | //把不符合条件的传进去 |
| | | allTowerP.Add(m_listTower[i].gridPosition); |
| | | if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName) |
| | | { |
| | | // if (towerToMove.gridPosition != m_listTower[i].gridPosition) |
| | | // //说明可以合成 |
| | | // allPSTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | else |
| | | { |
| | | //把不符合条件的传进去 |
| | | allTowerP.Add(m_listTower[i].gridPosition); |
| | | } |
| | | } |
| | | } |
| | | |
| | | } |
| | | else |
| | | { |
| | | allTowerP = null; |
| | | } |
| | | |
| | | if (m_CurrentArea != null) |
| | | { |
| | | //修改为只要开启格子都可以放 |