From 69e0fea6c92fd4e153d45e5f26ef89baecf0405a Mon Sep 17 00:00:00 2001
From: weixudong <weixudong4700@ktgame.com>
Date: Thu, 19 Nov 2020 08:51:09 +0800
Subject: [PATCH] Merge branch 'master' of ssh://172.16.1.52:8091/GemBattle into master

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   45 ++++++++++++++++++++++++++++-----------------
 1 files changed, 28 insertions(+), 17 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 3b69902..a2ab1bd 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,27 +882,36 @@
             {
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
-                    // List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
+                    List<IntVector2> allTowerP = null;//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 (towerToMove)
+                    {
+                        if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1)
+                        {
+                            allTowerP = new List<IntVector2>();
+                            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)
                     {
                         //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);
                     }
 
@@ -1867,6 +1876,8 @@
         /// <param name="val"></param>
         public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false)
         {
+            if (Mathf.FloorToInt(val) == 0) return;
+
             Vector3 spos = m_Camera.WorldToScreenPoint(wpos);
             TextMoveDoTween tm;
             if (crit)
@@ -2144,7 +2155,7 @@
             base.Awake();
 
             randomTowerBtn = transform.Find("BottomCanvas/Panel/TowerBuyBtn").GetComponent<Button>();
-            DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);
+            //DOTween.Init(true, true, LogBehaviour.Verbose).SetCapacity(200, 10);
 
             state = State.Normal;
             m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();

--
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