wangguan
2020-11-18 db2acfc3bc959747081fd9732759fbcb646911a6
调整UI位置
修正上阵提示
6 files added
2 files modified
404 ■■■■■ changed files
Assets/Materials/PVE/1倍速.png patch | view | raw | blame | history
Assets/Materials/PVE/1倍速.png.meta 118 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVE/2倍速.png patch | view | raw | blame | history
Assets/Materials/PVE/2倍速.png.meta 118 ●●●●● patch | view | raw | blame | history
Assets/Materials/PVE/BUFF.png patch | view | raw | blame | history
Assets/Materials/PVE/BUFF.png.meta 118 ●●●●● patch | view | raw | blame | history
Assets/Prefabs/UI/Endless/BottomCanvas.prefab 16 ●●●● patch | view | raw | blame | history
Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs 34 ●●●● patch | view | raw | blame | history
Assets/Materials/PVE/1倍速.png
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Assets/Prefabs/UI/Endless/BottomCanvas.prefab
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Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,30 +882,32 @@
            {
                if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                {
                    List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
                    List<IntVector2> allTowerP = null;//排除不能合成的
                    // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
                    if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1)
                    if (towerToMove)
                    {
                        for (int i = 0; i < m_listTower.Count; i++)
                        if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1)
                        {
                            if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
                            allTowerP = new List<IntVector2>();
                            for (int i = 0; i < m_listTower.Count; i++)
                            {
                                // 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_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);
                                }
                            }
                        }
                    }
                    else
                    {
                        allTowerP = null;
                    }
                    if (m_CurrentArea != null)
                    {
                        //修改为只要开启格子都可以放