wangguan
2020-11-18 046745bcbb2caefa813eb03f212842bdf8ab62c4
上阵提示
2 files modified
52 ■■■■■ changed files
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs 19 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 33 ●●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1028,14 +1028,17 @@
                    if (m_arrGridType[ix, y] == PlacementGridType.EGridOpen)
                    {
                        canPlace = true;
                        // for (int i = 0; i < allTowerP.Count; i++)
                        // {
                        //     if (allTowerP[i].x == ix && allTowerP[i].y == y)
                        //     {
                        //         canPlace = false;
                        //         break;
                        //     }
                        // }
                        if (allTowerP != null)
                        {
                            for (int i = 0; i < allTowerP.Count; i++)
                            {
                                if (allTowerP[i].x == ix && allTowerP[i].y == y)
                                {
                                    canPlace = false;
                                    break;
                                }
                            }
                        }
                        m_Tiles[ix, y].CheckCanPlace(canPlace);
                    }
                }
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,27 +882,34 @@
            {
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    // List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
                    List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
                    // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                    // for (int i = 0; i < m_listTower.Count; i++)
                    // {
                    //     if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                    //     {
                    if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1)
                    {
                        for (int i = 0; i < m_listTower.Count; i++)
                        {
                            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
                            {
                                //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
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null);
                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
                        //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                    }