From 000e8cbabb0639d2c4b90ebc28f08256f028d209 Mon Sep 17 00:00:00 2001 From: chenxin <chenxin6991@163.com> Date: Sat, 12 Dec 2020 16:07:04 +0800 Subject: [PATCH] 产生2级塔逻辑 --- Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | 2 +- Assets/Scripts/Common/GameConfig.cs | 5 +++++ Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs | 1 + Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs | 7 +++++-- 4 files changed, 12 insertions(+), 3 deletions(-) diff --git a/Assets/Scripts/Common/GameConfig.cs b/Assets/Scripts/Common/GameConfig.cs index 5fa45ea..2ae3096 100644 --- a/Assets/Scripts/Common/GameConfig.cs +++ b/Assets/Scripts/Common/GameConfig.cs @@ -111,6 +111,11 @@ /// </summary> public static int GameCompletedCount; + /// <summary> + /// 是否提升过所有塔的等级 + /// </summary> + public static bool IsUpgradeTowerLevel; + #region 各个塔的偏移量 public static Vector3 fireScale = new Vector3(1.92f, 1.92f, 2.208f); public static Vector3 woodScale = new Vector3(1.5f, 1.5f, 2.82f); diff --git a/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs b/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs index b8ff7de..2400d53 100644 --- a/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs +++ b/Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs @@ -87,6 +87,7 @@ InitSDK(); bGameStart = false; bFirstLoaded = false; + GameConfig.IsUpgradeTowerLevel = false; GameConfig.CreateRandomTower = true; bVibrate = new bool[4]; diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index 177cb49..8c1d17c 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -812,6 +812,7 @@ PlayUpgradeEffect(m_listTower[i]); } } + GameConfig.IsUpgradeTowerLevel = true; UpdateMinLevelArr(); EndlessRandomTower.instance.UpdateDescDisplay(); } @@ -2300,7 +2301,6 @@ bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost); if (!successfulPurchase) return false; - EndlessRandomTower.instance.UpdateDescDisplay(); SetUpGhostTower(tow); //Debug.Log("设置影子塔防."); m_CurrentTower.Show(); diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs index 6494829..357afd1 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs @@ -86,7 +86,8 @@ public void UpdateDescDisplay() { - int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); + int minLevel = GameConfig.IsUpgradeTowerLevel ? 1 : 0; + NormalDesc.text = $"购买{minLevel + 1}级宝石"; } @@ -353,7 +354,9 @@ gameUI.CancelGhostPlacement(); if (level == -1) - level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); + { + level = GameConfig.IsUpgradeTowerLevel ? 1 : 0; + } return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); } -- Gitblit v1.9.1