Assets/Scenes/Levels/Battle/Endless.unity | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/Input/EndlessTowerDefenseKeyboardMouseInput.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs | ●●●●● patch | view | raw | blame | history | |
Assets/UI/Endless/DarkGround.png | patch | view | raw | blame | history | |
Assets/UI/Endless/DarkGround.png.meta | ●●●●● patch | view | raw | blame | history |
Assets/Scenes/Levels/Battle/Endless.unity
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@@ -149,6 +149,7 @@ float currentTimeScale = 1.0f; protected virtual void OnStartDrag(PointerActionInfo pointer) { EndlessUIStart.instance.SetDarkGround(true); // select towers m_GameUI.TrySelectTower(pointer); // River: 为了开始拖动后可以直接显示GhostTower @@ -182,6 +183,8 @@ // EndDrag 只能放置相关的GhostTower. if (this.isInDragState) { EndlessUIStart.instance.SetDarkGround(false); AudioSourceManager.Ins.Play(AudioEnum.PutTower); m_GameUI.CloseCanPlaceRenderer();//关闭所有宝石示意 m_GameUI.onEndTowerDrag(pointer); Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -49,11 +49,15 @@ public bool beginSkillStep = false; private GameObject darkGroundImg; // Start is called before the first frame update void Start() { InitSDK(); darkGroundImg = transform.Find("Image_DarkGround").gameObject; darkGroundImg.SetActive(false); bVibrate = new bool[4]; bVibrate[0] = bVibrate[1] = bVibrate[2] = bVibrate[3] = false; @@ -89,6 +93,15 @@ AudioSourceManager.Ins.Play(AudioEnum.BGM2); } /// <summary> /// 拖拽时候黑色背景 /// </summary> /// <param name="isOn"></param> public void SetDarkGround(bool isOn) { if (darkGroundImg.activeSelf != isOn) darkGroundImg.SetActive(isOn); } private void InitSDK() { if (TDAA_SDKManager.Ins == null) Assets/UI/Endless/DarkGround.png
Assets/UI/Endless/DarkGround.png.meta
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