wangguan
2020-12-17 dcbbe82ceca921e73e1789ae87ea8ac6a59c7bff
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -144,7 +144,7 @@
        /// </summary>
        protected TextMeshProUGUI towerPriceText;
        protected bool tdBuyDisable = false;
        public bool tdBuyDisable { get; protected set; } = false;
        /// <summary>
        /// 鼠标在移动一个Tower之前,要隐藏的Tower数据和指针。
@@ -277,12 +277,12 @@
        //首次购买宝石特效
        public GameObject fireAppearEffect1;
        public GameObject fireAppearEffect2;
        //public GameObject fireAppearEffect2;
        public GameObject waterAppearEffect1;
        public GameObject waterAppearEffect2;
        //public GameObject waterAppearEffect2;
        public GameObject woodAppearEffect1;
        public GameObject woodAppearEffect2;
        //public GameObject woodAppearEffect2;
        /// <summary>
        /// 保存所有生成或合成的塔的最小等级
        /// </summary>
@@ -348,6 +348,25 @@
                    return lt;
            }
            return null;
        }
        /// <summary>
        /// 根据塔位索引位置,查找位置上是否有对应的塔防数据。
        /// </summary>
        /// <param name="x"></param>
        /// <param name="y"></param>
        /// <returns></returns>
        public int GetTowerNum()
        {
            int num = 0;
            foreach (Tower lt in m_listTower)
            {
                if (lt.gridPosition.y == 0 || lt.gridPosition.y == 1)
                {
                    num++;
                }
            }
            return num;
        }
        public bool towerInList(Tower t)
@@ -793,7 +812,9 @@
                    PlayUpgradeEffect(m_listTower[i]);
                }
            }
            GameConfig.IsUpgradeTowerLevel = true;
            UpdateMinLevelArr();
            EndlessRandomTower.instance.UpdateDescDisplay();
        }
        /// <summary>
@@ -1133,7 +1154,7 @@
                        if (checkTowerPlaceTower != null)
                        {
                            Debug.Log(checkTowerPlaceTower.name);
                            //Debug.Log(checkTowerPlaceTower.name);
                            if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                            {
@@ -1332,8 +1353,6 @@
                //Debug.Log("IsSubstitute");
                CheckCanChangePos(pointerInfo);
                if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME)
                    UpgradeAllTowerMinLevel(1);
            }
            else
                CancelPlaceTower(pointerInfo);
@@ -1771,7 +1790,7 @@
                        CancelGhostPlacement();
                        return false;
                    }
                    PlaceGhost(pointer);
                }
                return true;
@@ -1919,7 +1938,7 @@
            {
                //火元素
                PlayAppearEffect(worldPos, fireAppearEffect1);
                PlayAppearEffect(worldPos, fireAppearEffect2);
                //PlayAppearEffect(worldPos, fireAppearEffect2);
                if (Application.platform == RuntimePlatform.WindowsEditor)
                {
                    //UnityEditor.EditorApplication.isPaused = true;
@@ -1929,14 +1948,14 @@
            {
                //木元素
                PlayAppearEffect(worldPos, woodAppearEffect1);
                PlayAppearEffect(worldPos, woodAppearEffect2);
                //PlayAppearEffect(worldPos, woodAppearEffect2);
            }
            else if (towerName.StartsWith("CopyCatTower"))
            {
                //水元素
                PlayAppearEffect(worldPos, waterAppearEffect1);
                PlayAppearEffect(worldPos, waterAppearEffect2);
                //PlayAppearEffect(worldPos, waterAppearEffect2);
            }
        }
        void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
@@ -2070,7 +2089,7 @@
        /// <summary>
        /// 随机放置Tower按钮禁止使用,灰掉.
        /// </summary>
        protected void disableRandomTowerBtn()
        public void disableRandomTowerBtn()
        {
            randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
            //randomTowerBtn.interactable = false;
@@ -2085,7 +2104,7 @@
        /// <summary>
        /// 随机购买Tower的按钮重设置为有效.
        /// </summary>
        protected void enableRandomTowerBtn()
        public void enableRandomTowerBtn()
        {
            // ATTENTION TO FIX: 再次判断是因为有的地方是直接调用
            if ((TowerPrice.instance.currentTowerPrice > EndlessLevelManager.instance.Currency.currentCurrency) ||
@@ -2282,7 +2301,6 @@
            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
            if (!successfulPurchase) return false;
            EndlessRandomTower.instance.UpdateDescDisplay();
            SetUpGhostTower(tow);
            //Debug.Log("设置影子塔防.");
            m_CurrentTower.Show();