| | |
| | | /// </summary> |
| | | /// <param name="ix"></param> |
| | | /// <param name="iy"></param> |
| | | public void PlayPutPs(int ix, int iy){ |
| | | public void PlayPutPs(int ix, int iy) |
| | | { |
| | | m_Tiles[ix, iy].PutPs(); |
| | | } |
| | | |
| | |
| | | void initTileGridType() |
| | | { |
| | | m_arrGridType = new PlacementGridType[dimensions.x, dimensions.y]; |
| | | int sy = dimensions.y - 1; |
| | | //int sy = dimensions.y - 1; |
| | | |
| | | for (int tx = 0; tx < dimensions.x; tx++) |
| | | { |
| | | m_arrGridType[tx, sy - 1] = PlacementGridType.EGridWaitBuy; |
| | | m_arrGridType[tx, sy] = PlacementGridType.EGridOpen; |
| | | m_arrGridType[tx, 0] = PlacementGridType.EGridOpen; |
| | | m_arrGridType[tx, 1] = PlacementGridType.EGridOpen; |
| | | m_arrGridType[tx, 2] = PlacementGridType.EGridWaitBuy; |
| | | m_arrGridType[tx, 3] = PlacementGridType.EGridOpen; |
| | | } |
| | | ++GameConfig.EndlessOpenAttackTowerCount; |
| | | } |
| | |
| | | m_Tiles = new PlacementTile[dimensions.x, dimensions.y]; |
| | | |
| | | // 无尽模式上面两排都是可上阵的,所以这里-2 |
| | | for (int y = dimensions.y - 2; y < dimensions.y; y++) |
| | | for (int y = 0; y < dimensions.y; y++) |
| | | { |
| | | for (int x = 0; x < dimensions.x; x++) |
| | | { |
| | |
| | | newTile.SetRender(false, "");//初始化不显示 |
| | | } |
| | | } |
| | | |
| | | } |
| | | } |
| | | |