From 046745bcbb2caefa813eb03f212842bdf8ab62c4 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Wed, 18 Nov 2020 17:39:20 +0800
Subject: [PATCH] 上阵提示

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   39 +++++++++++++++++++++++----------------
 1 files changed, 23 insertions(+), 16 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 3b69902..cc81127 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,27 +882,34 @@
             {
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
-                    // List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
+                    List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
                     // List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
 
-                    // for (int i = 0; i < m_listTower.Count; i++)
-                    // {
-                    //     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);
-                    //     }
-                    // }
+                    if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1)
+                    {
+                        for (int i = 0; i < m_listTower.Count; i++)
+                        {
+                            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
-                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null);
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
                         //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                     }
 

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