| | |
| | | UIPointer pointer = WrapPointer(pinfo); |
| | | Tower sTower = PickTowerInGrid(pointer); |
| | | if (sTower != null) |
| | | { |
| | | return false; |
| | | } |
| | | |
| | | if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | | { |
| | | if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) |
| | | { |
| | | return true; |
| | | } |
| | | } |
| | | |
| | | return false; |
| | |
| | | overTimer = null; |
| | | } |
| | | |
| | | public MeshRenderer temporaryMat;//移动时候的虚像材质 |
| | | |
| | | public void CheckTowerPlace(PointerInfo pointerInfo) |
| | | { |
| | | return; |
| | | //下面是为了设置一个虚拟的塔 |
| | | if (isFreeAttackGrid(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | Debug.Log("得到了一个空的塔位"); |
| | | |
| | | (m_CurrentArea as TowerPlacementGridEndless).GetMeshRender(m_GridPosition.x, m_GridPosition.y, "1"); |
| | | //if(temporaryMat) |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 拖动一个Tower之后,松开鼠标或者EndDrag. |
| | | /// 1: 目标点可合成,则直接合成。 |
| | |
| | | public void onEndTowerDrag(PointerInfo pointerInfo) |
| | | { |
| | | bool bSkill = false; |
| | | if (temporaryMat != null) |
| | | { |
| | | //移动虚像隐藏 |
| | | temporaryMat.material = null; |
| | | } |
| | | |
| | | if (!m_CurrentTower || !m_CurrentTower.controller) |
| | | { |
| | | CancelPlaceTower(pointerInfo); |