| | |
| | | |
| | | if (sTower && sTower != towerToMove) |
| | | { |
| | | if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode) |
| | | if (towerToMove) |
| | | return true; |
| | | } |
| | | } |
| | |
| | | if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless) |
| | | { |
| | | checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo); |
| | | |
| | | //下面是为了设置一个虚拟的塔 |
| | | if (checkTowerPlaceTower != null) |
| | | { |
| | | Debug.Log(checkTowerPlaceTower.name); |
| | | |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | if (checkTowerPlaceTower.bInAttackMode) |
| | | { |
| | | //鼠标检测到了塔 |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, ""); |
| | | |
| | | m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions); |
| | | |
| | | } |
| | | else |
| | | { |
| | |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | } |
| | | } |
| | | |
| | | } |
| | | } |
| | | else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb) |
| | | { |
| | | //技能宝石没有上阵 |
| | | if (bInAttackModeTower == null) |
| | | { |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | else if (bInAttackModeTower != checkTowerPlaceTower) |
| | | { |
| | | |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions); |
| | | |
| | | } |
| | | } |
| | | else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | |
| | | |
| | | TowerPlacementGridEndless dragTowerPlacement; |
| | | |
| | | public void CheckTowerPlaceNew(PointerInfo pointerInfo) |
| | | { |
| | | //return; |
| | | if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless) |
| | | { |
| | | if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) |
| | | { |
| | | if (m_GridPosition.y == 0 || m_GridPosition.y == 1) |
| | | { |
| | | Debug.Log("未上阵区域,不管有没有塔,都强行吸附"); |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, ""); |
| | | |
| | | m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions); |
| | | |
| | | } |
| | | else if (m_GridPosition.y == 2 || m_GridPosition.y == 3) |
| | | { |
| | | //Debug.Log("已上阵区域,如果是空格子就强行吸附,先判断是否有塔"); |
| | | |
| | | checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo); |
| | | |
| | | if (checkTowerPlaceTower != null) |
| | | { |
| | | Debug.Log(checkTowerPlaceTower.name); |
| | | |
| | | if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) |
| | | { |
| | | if (checkTowerPlaceTower.bInAttackMode) |
| | | { |
| | | //鼠标检测到了塔 |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, ""); |
| | | } |
| | | else |
| | | { |
| | | if (!towerToMove.bInAttackMode) |
| | | { |
| | | //没有上阵 |
| | | if (bInAttackModeTower == null) |
| | | { |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | else if (bInAttackModeTower != checkTowerPlaceTower) |
| | | { |
| | | |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false); |
| | | bInAttackModeTower = checkTowerPlaceTower; |
| | | bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true); |
| | | } |
| | | } |
| | | } |
| | | m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions); |
| | | } |
| | | } |
| | | else if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) |
| | | { |
| | | //Debug.Log("空格子"); |
| | | |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName); |
| | | |
| | | m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions); |
| | | |
| | | } |
| | | else |
| | | { |
| | | |
| | | //Debug.Log($"上阵区域 m_GridPosition:{m_GridPosition.x} {m_GridPosition.y} m_CurrentTower.controller.gridPosition:{m_CurrentTower.controller.gridPosition.x} {m_CurrentTower.controller.gridPosition.y}"); |
| | | |
| | | if (m_GridPosition == towerToMove.gridPosition) |
| | | { |
| | | //Debug.Log("在原来的地方"); |
| | | |
| | | (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName); |
| | | |
| | | m_CurrentTower.transform.position = towerToMove.position; |
| | | } |
| | | else |
| | | { |
| | | CloseCanPlace(); |
| | | |
| | | //Debug.Log("上阵区域,没有开放的塔位"); |
| | | } |
| | | } |
| | | } |
| | | } |
| | | |
| | | } |
| | | else |
| | | { |
| | | dragTowerPlacement.CloseCanPlace(); |
| | | |
| | | } |
| | | } |
| | | |
| | | |
| | | /// <summary> |
| | | /// 目标位置是否是可攻击属性的空塔位 |
| | | /// </summary> |
| | |
| | | Tower sTower = PickTowerInGrid(pointer); |
| | | if (sTower != null) |
| | | { |
| | | |
| | | // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) |
| | | if (towerToMove) |
| | | { |
| | | return sTower; |
| | | // if (towerToMove.bInAttackMode) |
| | | // { |
| | | // } |
| | | // else |
| | | // { |
| | | // if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) |
| | | // { |
| | | // //说明可以合成 |
| | | // return sTower; |
| | | // } |
| | | // else |
| | | // { |
| | | // return null; |
| | | // } |
| | | |
| | | if (towerToMove) |
| | | { |
| | | if (towerToMove.bInAttackMode) |
| | | { |
| | | return sTower; |
| | | } |
| | | else |
| | | { |
| | | if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName) |
| | | { |
| | | //说明可以合成 |
| | | return sTower; |
| | | } |
| | | } |
| | | } |
| | | else |
| | | { |
| | |
| | | /// <param name="pointerInfo"></param> |
| | | public void onEndTowerDrag(PointerInfo pointerInfo) |
| | | { |
| | | bool bSkill = false; |
| | | if (temporaryMat != null) |
| | | { |
| | | //移动虚像隐藏 |
| | |
| | | } |
| | | |
| | | if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL) |
| | | bSkill = true; |
| | | |
| | | { |
| | | Debug.LogError("只能移动3种塔"); |
| | | return; |
| | | } |
| | | if (GameConfig.IsNewbie) |
| | | { |
| | | bool isCanChange = false; |
| | |
| | | TryPlaceTower(pointerInfo); |
| | | EndlessRandomTower.instance.UpdateDescDisplay(); |
| | | } |
| | | else if (isFreeAttackGrid(pointerInfo) && !bSkill) |
| | | else if (isFreeAttackGrid(pointerInfo)) |
| | | { |
| | | if (!TryPlaceTower(pointerInfo, false)) |
| | | { |
| | |
| | | { |
| | | CheckCanChangePos(pointerInfo); |
| | | } |
| | | // 当前是Skill塔位的状态. |
| | | else if (bSkill) |
| | | { |
| | | if (SkillPlayEndDrag(pointerInfo)) |
| | | { |
| | | // 先释放掉当前的Ghost塔防. |
| | | CancelGhostPlacement(); |
| | | |
| | | // 删除towerToMove,确保塔防数据不再出现多个 |
| | | if (towerToMove != null) |
| | | { |
| | | delTower(towerToMove); |
| | | towerToMove.showTower(true); |
| | | towerToMove.Sell(); |
| | | towerToMove = null; |
| | | } |
| | | } |
| | | else |
| | | CancelPlaceTower(pointerInfo); |
| | | } |
| | | else |
| | | CancelPlaceTower(pointerInfo); |
| | | } |
| | |
| | | if (sTower == null) |
| | | return false; |
| | | |
| | | if (sTower.bInAttackMode == towerToMove.bInAttackMode) |
| | | Debug.Log("开始检测是否可以交换塔"); |
| | | //if (sTower.bInAttackMode == towerToMove.bInAttackMode) |
| | | { |
| | | IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y); |
| | | IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y); |
| | |
| | | m_CurrentArea = placeObj.GetComponent<IPlacementArea>(); |
| | | dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless; |
| | | } |
| | | placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); |
| | | //placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent"); |
| | | EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose); |
| | | } |
| | | |
| | |
| | | //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString()); |
| | | return; |
| | | } |
| | | var controller = output.collider.GetComponent<Tower>(); |
| | | Tower controller = output.collider.GetComponent<Tower>(); |
| | | if (controller != null) |
| | | { |
| | | // 泡泡禁锢状态不允许拖动 |
| | |
| | | |
| | | m_CurrentTower = Instantiate(towerToBuild.towerGhostPrefab); |
| | | m_CurrentTower.Initialize(towerToBuild); |
| | | Debug.Log("SetUpGhostTower:" + towerToBuild.gridPosition); |
| | | |
| | | Debug.Log("SetUpGhostTower:" + m_CurrentTower.controller.gridPosition); |
| | | |
| | | } |
| | | |
| | | /// <summary> |