| | |
| | | protected Tower towerToMove = null; |
| | | |
| | | /// <summary> |
| | | /// UI界面对应的进度 |
| | | /// </summary> |
| | | protected int uiCtlProgresss = 0; |
| | | |
| | | |
| | | /// <summary> |
| | | /// Fires when the <see cref="State"/> changes |
| | | /// should only allow firing when TouchUI is used |
| | | /// </summary> |
| | |
| | | |
| | | public void delTower(Tower t) |
| | | { |
| | | // 删除Tower之前去掉充能条数据. |
| | | if( t.bInAttackMode) |
| | | t.DisableTowerUICtrl(); |
| | | |
| | | // 删除Tower有可能对应的Timer. |
| | | foreach (var tdata in towerTimeDic) |
| | | { |
| | |
| | | break; |
| | | } |
| | | |
| | | // |
| | | // 重设界面数据 |
| | | uiCtlProgresss = 0; |
| | | |
| | | // 从列表中删除Tower.并破坏Tower的外形。 |
| | | dragTowerLevel = towerOld.currentLevel; |
| | | // 尝试不再删除原来的Tower,而是尝试在合成成功后再删除原来的Tower |
| | | towerOld.showTower(false); |
| | | towerToMove = towerOld; |
| | | |
| | | if( towerOld.bInAttackMode) |
| | | { |
| | | int pro = towerOld.GetTowerUICtrlProgress(); |
| | | uiCtlProgresss = pro; |
| | | } |
| | | |
| | | // 先删除,再设置移动相关。 |
| | | SetToDragMode(newT); |
| | |
| | | // 开启相应的兵线: |
| | | Tower tw = FindTowerWithGridIdx(m_GridPosition.x, m_GridPosition.y); |
| | | if (tw != null) |
| | | { |
| | | LevelManager.instance.startWaveLine(m_GridPosition.x, false, tw.attributeId); |
| | | |
| | | // 顺便设置界面的进展 |
| | | if (uiCtlProgresss > 0) |
| | | { |
| | | tw.SetTowerUICtlProcess(uiCtlProgresss); |
| | | Debug.Log("设置当前的进度:" + uiCtlProgresss); |
| | | uiCtlProgresss = 0; |
| | | } |
| | | } |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | | else if (bSkill) |