| | |
| | | BulletUICtl GetBulletUICtl(int x); |
| | | |
| | | /// <summary> |
| | | /// 获取对应位置的能量条界面指针. |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <returns></returns> |
| | | EnergyUICtl GetEnergyUICtl(int x); |
| | | |
| | | /// <summary> |
| | | /// 是否空置的攻击位 |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | |
| | | return null; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取对应位置的能量条界面指针. |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <returns></returns> |
| | | public EnergyUICtl GetEnergyUICtl(int x) |
| | | { |
| | | return null; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取一个可以放置塔防的位置. |
| | | /// </summary> |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取对应位置的能量条界面指针. |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <returns></returns> |
| | | public EnergyUICtl GetEnergyUICtl(int x) |
| | | { |
| | | return this.arrTowerEnergyUi[x]; |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取一个可以放置塔防的位置. |
| | | /// </summary> |
| | | /// <returns></returns> |
| | |
| | | EnergyUICtl euc = img.GetComponent<EnergyUICtl>(); |
| | | arrTowerEnergyUi[x] = euc; |
| | | euc.gameObject.SetActive(false); |
| | | |
| | | } |
| | | |
| | | return; |
| | |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取对应位置的能量条界面指针. |
| | | /// </summary> |
| | | /// <param name="x"></param> |
| | | /// <returns></returns> |
| | | public EnergyUICtl GetEnergyUICtl(int x) |
| | | { |
| | | return null; |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 获取一个可以放置塔防的位置. |
| | | /// </summary> |
| | | /// <returns></returns> |