Assets/Scripts/TowerDefense/Towers/Tower.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | ●●●●● patch | view | raw | blame | history |
Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -88,7 +88,7 @@ /// <summary> /// The current level of the tower /// </summary> public int currentLevel { get; protected set; } public int currentLevel { get; set; } protected bool m_bInAttackMode = false; Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -630,6 +630,10 @@ if (bGameStart) { startTime += Time.deltaTime; if (startTime >= JsonDataCenter.DOUBLE_GEM_TIME) EndlessGameUI.instance.UpgradeAllTowerMinLevel(1); timeTextNew.text = ConvertTime((float)Math.Ceiling(startTime)); } Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -773,6 +773,26 @@ } /// <summary> /// 提升所有塔的等级,如果现在塔的等级 < level,设置等级为 level,如果 > level 不做改变 /// </summary> /// <param name="level">从0开始</param> public void UpgradeAllTowerMinLevel(int level) { if (level < 0 || level > ElfUpgradeData.MaxTowerLevel - 1) return; for (int i = 0; i < m_listTower.Count; ++i) { if (m_listTower[i].currentLevel < level) { m_listTower[i].currentLevel = level; m_listTower[i].CurrentTowerLevel.SetShowLevel(level + 1); m_listTower[i].CurrentTowerLevel.SetScale(level + 1); PlayUpgradeEffect(m_listTower[i]); } } } /// <summary> /// 成长骰子升级为高一级别的随机骰子. /// </summary> /// <param name="tower"></param> @@ -1289,7 +1309,7 @@ newTower2.CheckCtrl(); //Debug.Log($"newTower1:{newTower1.towerName} newTower2:{newTower2.towerName}"); TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x,newTower2.gridPosition.y); TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x, newTower2.gridPosition.y); return true; } }