From 5d16d6e5172daf42d386baa5c09663b422f05a59 Mon Sep 17 00:00:00 2001 From: wangguan <wangguan@kt007.com> Date: Mon, 09 Nov 2020 18:26:50 +0800 Subject: [PATCH] 移动塔的时候碰到空塔位给一个虚影,没有资源暂时return --- Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs | 27 ++++++++++++++++++++++++++- 1 files changed, 26 insertions(+), 1 deletions(-) diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs index 81fec58..84cc7e9 100644 --- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs +++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs @@ -600,12 +600,16 @@ UIPointer pointer = WrapPointer(pinfo); Tower sTower = PickTowerInGrid(pointer); if (sTower != null) + { return false; + } if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0)) { if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y)) + { return true; + } } return false; @@ -737,7 +741,7 @@ /// <param name="opponent"></param> public void DestroyTowerGrid(int xidx) { - // cx test 这里的逻辑已经不走了 + // 这里的逻辑已经不走了 for (int i = 0; i < AttackRowNumbers; ++i) { if (TowerDestroyArr[xidx, i]) continue; @@ -838,6 +842,21 @@ overTimer = null; } + public MeshRenderer temporaryMat;//移动时候的虚像材质 + + public void CheckTowerPlace(PointerInfo pointerInfo) + { + return; + //下面是为了设置一个虚拟的塔 + if (isFreeAttackGrid(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL) + { + Debug.Log("得到了一个空的塔位"); + + (m_CurrentArea as TowerPlacementGridEndless).GetMeshRender(m_GridPosition.x, m_GridPosition.y, "1"); + //if(temporaryMat) + } + } + /// <summary> /// 拖动一个Tower之后,松开鼠标或者EndDrag. /// 1: 目标点可合成,则直接合成。 @@ -847,6 +866,12 @@ public void onEndTowerDrag(PointerInfo pointerInfo) { bool bSkill = false; + if (temporaryMat != null) + { + //移动虚像隐藏 + temporaryMat.material = null; + } + if (!m_CurrentTower || !m_CurrentTower.controller) { CancelPlaceTower(pointerInfo); -- Gitblit v1.9.1