chenxin
2020-10-26 6f16dfb8bcebe67aeb95ded0d8b644af4932e690
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -14,6 +14,7 @@
using UnityEngine.EventSystems;
using UnityEngine.UI;
using TowerDefense.Nodes;
using TowerDefense.Affectors;
namespace TowerDefense.UI.HUD
{
@@ -284,6 +285,18 @@
        public bool towerInList(Tower t)
        {
            return m_listTower.Contains(t);
        }
        /// <summary>
        /// 设置已经上阵的所有塔的攻击状态,是否可以攻击
        /// </summary>
        /// <param name="canAttack"></param>
        public void SetAttackingTowerState(bool canAttack)
        {
            foreach (Tower tower in m_listTower)
            {
                tower.bInAttackMode = canAttack;
            }
        }
        public void delTower(Tower t)
@@ -801,6 +814,25 @@
                CancelPlaceTower(pointerInfo);
        }
        /// <summary>
        /// 强制放置塔,主要是用于新手
        /// </summary>
        /// <param name="newTower"></param>
        /// <param name="pos"></param>
        /// <param name="level">塔的等级</param>
        public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level)
        {
            TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab);
            currentTower.Initialize(newTower);
            Tower controller = currentTower.controller;
            Tower createdTower = Instantiate(controller);
            createdTower.Initialize(m_CurrentArea, pos);
            createdTower.SetLevel(level - 1);
            addTower(createdTower);
            Destroy(currentTower.gameObject);
        }
        protected bool SkillPlayEndDrag(PointerInfo pointer)
        {
            // 我操,终于可以了!ATTENTION TO OPP: