Assets/Prefabs/UI/Endless/BottomCanvas.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Scenes/Levels/Battle/Endless2D.unity | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/UI/EndlessHomeBaseHPManager.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | ●●●●● patch | view | raw | blame | history |
Assets/Prefabs/UI/Endless/BottomCanvas.prefab
@@ -113,7 +113,7 @@ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0} m_AnchorMax: {x: 0.5, y: 0} m_AnchoredPosition: {x: -114, y: 98} m_AnchoredPosition: {x: -114, y: 128} m_SizeDelta: {x: 310, y: 140} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &5151289279430454484 @@ -708,7 +708,7 @@ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0} m_AnchorMax: {x: 0.5, y: 0} m_AnchoredPosition: {x: 215, y: 98} m_AnchoredPosition: {x: 215, y: 128} m_SizeDelta: {x: 310, y: 140} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &4623057511312575047 @@ -2811,7 +2811,7 @@ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} m_AnchoredPosition: {x: 316, y: -57} m_AnchoredPosition: {x: 316, y: -107} m_SizeDelta: {x: 100, y: 100} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &4623057512101065368 @@ -4743,7 +4743,7 @@ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 0} m_AnchorMax: {x: 0.5, y: 0} m_AnchoredPosition: {x: -419, y: 89} m_AnchoredPosition: {x: -419, y: 119} m_SizeDelta: {x: 180, y: 40} m_Pivot: {x: 0.5, y: 1} --- !u!222 &4623057513073301100 @@ -4939,7 +4939,7 @@ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} m_AnchoredPosition: {x: 0, y: -341} m_AnchoredPosition: {x: 0, y: -391} m_SizeDelta: {x: 1080, y: 1080} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &4623057513214273139 @@ -5320,7 +5320,7 @@ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} m_AnchorMin: {x: 0.5, y: 1} m_AnchorMax: {x: 0.5, y: 1} m_AnchoredPosition: {x: 22, y: -104} m_AnchoredPosition: {x: 22, y: -154} m_SizeDelta: {x: 100, y: 100} m_Pivot: {x: 0.5, y: 0.5} --- !u!114 &4623057513414159487 @@ -7350,7 +7350,7 @@ - target: {fileID: 162820266587863501, guid: 550ad0a7c16a47a49bfb36ef49a73a67, type: 3} propertyPath: m_AnchoredPosition.y value: 96 value: 126 objectReference: {fileID: 0} - target: {fileID: 162820266587863501, guid: 550ad0a7c16a47a49bfb36ef49a73a67, type: 3} Assets/Scenes/Levels/Battle/Endless2D.unity
@@ -6382,7 +6382,6 @@ m_Component: - component: {fileID: 1340671931} - component: {fileID: 1340671930} - component: {fileID: 1340671929} - component: {fileID: 1340671928} - component: {fileID: 1340671927} - component: {fileID: 1340671925} @@ -6490,19 +6489,6 @@ m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1340671924} m_Enabled: 1 --- !u!114 &1340671929 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1340671924} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 38f5f2cd2c401054e80686aac9879bb1, type: 3} m_Name: m_EditorClassIdentifier: bAdjViewPort: 0 --- !u!20 &1340671930 Camera: m_ObjectHideFlags: 0 @@ -6622,6 +6608,7 @@ - component: {fileID: 1361392479} - component: {fileID: 1361392478} - component: {fileID: 1361392477} - component: {fileID: 1361392480} m_Layer: 0 m_Name: SceneCamera3D m_TagString: Untagged @@ -6694,6 +6681,19 @@ m_Father: {fileID: 0} m_RootOrder: 9 m_LocalEulerAnglesHint: {x: 60, y: 0, z: 0} --- !u!114 &1361392480 MonoBehaviour: m_ObjectHideFlags: 0 m_CorrespondingSourceObject: {fileID: 0} m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1361392476} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 38f5f2cd2c401054e80686aac9879bb1, type: 3} m_Name: m_EditorClassIdentifier: bAdjViewPort: 0 --- !u!1 &1384281165 GameObject: m_ObjectHideFlags: 0 Assets/Scripts/TowerDefense/Towers/Placement/TowerPlacementGridEndless.cs
@@ -1028,14 +1028,14 @@ 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; } } // 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/EndlessHomeBaseHPManager.cs
@@ -70,7 +70,7 @@ ++i; } ViewPortAdj.instance.cachedCamera.DOShakePosition(0.25f, 1.5f, 4); ViewPortAdj.instance.cachedCamera.DOShakePosition(0.25f, 1.5f, 4);//这里只可以震动3D场景中的东西 MMVibrationManager.Haptic(HapticTypes.HeavyImpact); if (CurrentHP == 0) Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,29 +882,29 @@ { if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) { List<IntVector2> allTowerP = new List<IntVector2>(); List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的 // 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 (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); } } // 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); // } // } if (m_CurrentArea != null) { (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP); //修改为只要开启格子都可以放 (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null); //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP); } } else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)