From 254c3e4d509c586dc6620c681004eefd5d86182c Mon Sep 17 00:00:00 2001
From: liuzhiwei <liuzhiwei@qq.com>
Date: Wed, 18 Nov 2020 16:14:38 +0800
Subject: [PATCH] Merge branch 'master' of http://172.16.1.52:8090/r/GemBattle into master

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   36 ++++++++++++++++++------------------
 1 files changed, 18 insertions(+), 18 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index b8892ca..272ea5b 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,29 +882,29 @@
             {
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
-                    List<IntVector2> allTowerP = new List<IntVector2>();
-                    List<IntVector2> allPSTowerP = new List<IntVector2>();//需要播放升级动画的
+                    // 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);
-                        }
-                    }
+                    // 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_CurrentArea != null)
                     {
-                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(allTowerP);
+                        //修改为只要开启格子都可以放
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckAllCanPlace(null);
                         //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
                     }
-
 
                 }
                 else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)

--
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