From 944950c86ab3be21c22b7c15039cf2e572efdc90 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Tue, 01 Dec 2020 15:34:32 +0800
Subject: [PATCH] 删除无用代码

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  410 +++++++++++++++++++++++++++++++++++++---------------------
 1 files changed, 262 insertions(+), 148 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 3b69902..f9f067b 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -131,7 +131,7 @@
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
 
-        protected TextMeshProUGUI towerPriceText1;
+        //protected TextMeshProUGUI towerPriceText1;
 
         protected bool tdBuyDisable = false;
 
@@ -351,7 +351,7 @@
         {
             foreach (Tower tower in m_listTower)
             {
-                tower.bInAttackMode = canAttack;
+                tower.CanAttack = canAttack;
             }
         }
 
@@ -705,7 +705,30 @@
 
                 if (sTower && sTower != towerToMove)
                 {
-                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode == towerToMove.bInAttackMode)
+                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode)
+                        return true;
+                }
+            }
+
+            return false;
+        }
+
+        /// <summary>
+        /// 判断是否有不同类型的Tower,可以发生置换,仅限于火木水之间发生
+        /// </summary>
+        /// <param name="pinfo"></param>
+        /// <returns></returns>
+        protected bool IsSubstituteGuide(PointerInfo pinfo)
+        {
+            if (!m_CurrentTower || !IsGhostAtValidPosition())
+            {
+                // 判断格子上的塔防:
+                UIPointer pointer = WrapPointer(pinfo);
+                Tower sTower = PickTowerInGrid(pointer);
+
+                if (sTower && sTower != towerToMove)
+                {
+                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL)
                         return true;
                 }
             }
@@ -739,13 +762,13 @@
         /// <param name="tower"></param>
         protected void growUpTower(Tower tower)
         {
-            Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
+            Tower newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL);
 
             // 所有的Tower不能升级成为FeatureTower.
             int maxLoop = 20;
             while (newTower.towerFeature != EFeatureTower.NULL)
             {
-                newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL, true);
+                newTower = EndlessRandomTower.instance.GetRandomTower(EFeatureTower.NULL);
                 maxLoop--;
                 if (maxLoop <= 0)
                 {
@@ -849,6 +872,7 @@
 
             // 让所有兵线上已经生成的所有agent播放一个死亡动画然后销毁
             WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList();
+            GameOver();
 
             for (int i = 0; i < waveLineAgentIns.Length; ++i)
             {
@@ -858,7 +882,6 @@
                 }
             }
 
-            GameOver();
             overTimer = new Timer(1.2f, SafelyCallGameOverEvent);
         }
 
@@ -882,27 +905,43 @@
             {
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
-                    // List<IntVector2> allTowerP = new List<IntVector2>();//排除不能合成的
+                    // if (m_CurrentArea != null && m_CurrentTower.controller.gridPosition.y >= 2)
+                    // {
+                    //     //修改为只要开启格子都可以放
+                    //     (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_CurrentTower.controller.gridPosition.x, m_CurrentTower.controller.gridPosition.y, false, "");
+                    //     //(m_CurrentArea as TowerPlacementGridEndless).PlayPS(allPSTowerP);
+                    // }
+                    return;
+                    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);
                     }
 
@@ -935,6 +974,8 @@
             }
         }
 
+        Tower checkTowerPlaceTower;//移动时候查看鼠标是否检测到有塔
+        Tower bInAttackModeTower;//在合成区的塔
         /// <summary>
         /// 检查符合条件的塔
         /// </summary>
@@ -944,37 +985,92 @@
             //return;
             if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
             {
+                checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
                 //下面是为了设置一个虚拟的塔
-                if (isFreeAttackGridOnDrag(pointerInfo) && m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                if (checkTowerPlaceTower != null)
                 {
-                    //Debug.Log("得到了一个空的塔位");
+                    if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                    {
+                        if (checkTowerPlaceTower.bInAttackMode)
+                        {
+                            //鼠标检测到了塔
+                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
+                        }
+                        else
+                        {
+                            if (!towerToMove.bInAttackMode)
+                            {
+                                //没有上阵
+                                if (bInAttackModeTower == null)
+                                {
+                                    bInAttackModeTower = checkTowerPlaceTower;
+                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                                }
+                                else if (bInAttackModeTower != checkTowerPlaceTower)
+                                {
 
-                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, false, "");
-                    //if(temporaryMat)
+                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                                    bInAttackModeTower = checkTowerPlaceTower;
+                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                                }
+                            }
+
+                        }
+                    }
+                    else if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire || m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Bomb)
+                    {
+                        //技能宝石没有上阵
+                        if (bInAttackModeTower == null)
+                        {
+                            bInAttackModeTower = checkTowerPlaceTower;
+                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                        }
+                        else if (bInAttackModeTower != checkTowerPlaceTower)
+                        {
+
+                            bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                            bInAttackModeTower = checkTowerPlaceTower;
+                            bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                        }
+                    }
                 }
                 else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
                 {
+                    //查看是否是一个空格子
                     if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                     {
-                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+                        if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                        {
+                            //空格子
+                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+                        }
                     }
                     else
                     {
-                        (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
+                        CloseCanPlace();
                     }
                 }
                 else
                 {
-                    (m_CurrentArea as TowerPlacementGridEndless).CloseCanPlace();
+                    CloseCanPlace();
                 }
             }
             else
             {
-                //Debug.Log("什么情况");
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
                     dragTowerPlacement.CloseCanPlace();
                 }
+            }
+        }
+
+        void CloseCanPlace()
+        {
+            dragTowerPlacement.CloseCanPlace();
+            if (bInAttackModeTower != null)
+            {
+                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                bInAttackModeTower = null;
             }
         }
 
@@ -985,24 +1081,45 @@
         /// </summary>
         /// <param name="pinfo"></param>
         /// <returns></returns>
-        protected bool isFreeAttackGridOnDrag(PointerInfo pinfo)
+        protected Tower isFreeAttackGridOnDrag(PointerInfo pinfo)
         {
             // 判断格子上的塔防:
             UIPointer pointer = WrapPointer(pinfo);
             Tower sTower = PickTowerInGrid(pointer);
             if (sTower != null)
             {
-                if (sTower.bInAttackMode && towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
+
+                // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
+                // {
+                //     //说明可以合成
+                //     return sTower;
+                // }
+                // else
+                // {
+                //     return null;
+                // }
+
+                if (towerToMove)
                 {
-                    //说明可以合成
-                    return true;
+                    if (towerToMove.bInAttackMode)
+                    {
+                        return sTower;
+                    }
+                    else
+                    {
+                        if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
+                        {
+                            //说明可以合成
+                            return sTower;
+                        }
+                    }
                 }
                 else
                 {
-                    return false;
+                    return null;
                 }
             }
-            return false;
+            return null;
         }
 
         #endregion
@@ -1031,6 +1148,28 @@
             if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
                 bSkill = true;
 
+            if (GameConfig.IsNewbie)
+            {
+                bool isCanChange = false;
+                if (EndlessLevelManager.instanceExists && IsSubstituteGuide(pointerInfo))
+                {
+                    isCanChange = CheckCanChangePos(pointerInfo);
+                }
+                if (isCanChange)
+                {
+                    GuideCtrl.Ins.DragDone();
+                    Debug.Log("交换了位置");
+                }
+                else
+                {
+                    GuideCtrl.Ins.EndDrag11_1();
+                    CancelPlaceTower(pointerInfo);
+                    Debug.Log("没有放置在火塔上");
+                }
+
+                return;
+            }
+
             // 判断目标位置是否有Tower且类型和等级一致,如果没有,则GhostTower删除,原Tower显示。
             if (isValidateCombineTarget(pointerInfo))
             {
@@ -1039,10 +1178,9 @@
             }
             else if (isFreeAttackGrid(pointerInfo) && !bSkill)
             {
-                if (!TryPlaceTower(pointerInfo, false, true))
+                if (!TryPlaceTower(pointerInfo, false))
                 {
                     CancelPlaceTower(pointerInfo);
-
                     Debug.Log("这里需要返回原位");
                     return;
                 }
@@ -1058,37 +1196,7 @@
             }
             else if (EndlessLevelManager.instanceExists && IsSubstitute(pointerInfo))
             {
-                // 可以发生置换
-                UIPointer pointer = WrapPointer(pointerInfo);
-                // 格子上的塔
-                Tower sTower = PickTowerInGrid(pointer);
-
-                if (sTower.bInAttackMode == towerToMove.bInAttackMode)
-                {
-                    IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
-                    IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
-
-                    Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
-                    Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
-
-                    if (towerToMove != null)
-                    {
-                        delTower(towerToMove);
-                        towerToMove.showTower(true);
-                        towerToMove.Sell();
-                        towerToMove = null;
-                    }
-
-                    delTower(sTower);
-                    sTower.showTower(true);
-                    sTower.Sell();
-                    sTower = null;
-
-                    CancelGhostPlacement();
-
-                    newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
-                    newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
-                }
+                CheckCanChangePos(pointerInfo);
             }
             // 当前是Skill塔位的状态.
             else if (bSkill)
@@ -1114,6 +1222,60 @@
                 CancelPlaceTower(pointerInfo);
         }
 
+        private bool CheckCanChangePos(PointerInfo pointerInfo)
+        {
+            // 可以发生置换
+            UIPointer pointer = WrapPointer(pointerInfo);
+            // 格子上的塔
+            Tower sTower = PickTowerInGrid(pointer);
+            if (sTower == null)
+                return false;
+
+            if (sTower.bInAttackMode == towerToMove.bInAttackMode)
+            {
+                IntVector2 v1 = new IntVector2(towerToMove.gridPosition.x, towerToMove.gridPosition.y);
+                IntVector2 v2 = new IntVector2(sTower.gridPosition.x, sTower.gridPosition.y);
+
+                if (m_CurrentArea == null)
+                {
+                    CancelGhostPlacement();
+                    towerToMove.showTower(true);
+                    return false;
+                }
+                else
+                {
+                    Tower newTower1 = PlaceTowerForce(EndlessRandomTower.instance.getTowerByName(sTower.towerName), v1, sTower.currentLevel + 1, false);
+                    Tower newTower2 = PlaceTowerForce(m_CurrentTower.controller, v2, towerToMove.currentLevel + 1, false);
+
+                    if (towerToMove != null)
+                    {
+                        delTower(towerToMove);
+                        towerToMove.showTower(true);
+                        towerToMove.Sell();
+                        towerToMove = null;
+                    }
+
+                    delTower(sTower);
+                    sTower.showTower(true);
+                    sTower.Sell();
+                    sTower = null;
+
+                    CancelGhostPlacement();
+
+                    newTower1.placementArea.Occupy(newTower1.gridPosition, newTower1.dimensions);
+                    newTower2.placementArea.Occupy(newTower2.gridPosition, newTower2.dimensions);
+
+                    //强制交换塔的时候检查自身充能条
+                    newTower1.CheckCtrl();
+                    newTower2.CheckCtrl();
+                    return true;
+                }
+            }
+            return false;
+
+        }
+
+
         /// <summary>
         /// 强制放置塔,主要是用于新手
         /// </summary>
@@ -1132,7 +1294,6 @@
 
             if (playEffect)
                 PlayUpgradeEffect(createdTower);
-
             addTower(createdTower);
             Destroy(currentTower.gameObject);
 
@@ -1201,6 +1362,7 @@
             if (towerToMove)
             {
                 towerToMove.showTower(true);
+                towerToMove.CheckCtrl();
 
                 // 处理复制骰子:
                 if (towerToMove.towerFeature == EFeatureTower.CopyCat)
@@ -1247,7 +1409,7 @@
         /// Attempt to position a tower at the given location
         /// </summary>
         /// <param name="pointerInfo">The pointer we're using to position the tower</param>
-        public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false, bool zeroCost = false)
+        public bool TryPlaceTower(PointerInfo pointerInfo, bool force = false)
         {
             UIPointer pointer = WrapPointer(pointerInfo);
 
@@ -1258,9 +1420,7 @@
                 return false;
             }
 
-            BuyTower(pointer, force, zeroCost);
-
-            return true;
+            return BuyTower(pointer, force);
         }
 
         /// <summary>
@@ -1364,12 +1524,7 @@
             {
                 return;
             }
-            int upgradeCost = currentSelectedTower.GetCostForNextLevel();
-            bool successfulUpgrade = EndlessLevelManager.instance.Currency.TryPurchase(upgradeCost);
-            if (successfulUpgrade)
-            {
-                currentSelectedTower.UpgradeTower();
-            }
+            currentSelectedTower.UpgradeTower();
             DeselectTower();
         }
 
@@ -1392,7 +1547,8 @@
             // 直接随机升级,零成本。
             // 1:记录当前Tower的Level,删除当前的Tower. 2:从TowerLib中随机找一个高一级别的Tower.
             string towerName = currentSelectedTower.towerName;
-            if (currentSelectedTower.towerFeature == EFeatureTower.NULL)
+
+            if (currentSelectedTower.towerFeature == EFeatureTower.NULL && GameConfig.CreateRandomTower)
                 towerName = "";
             int towerLvl = currentSelectedTower.currentLevel + 1;
             int posx = currentSelectedTower.gridPosition.x;
@@ -1425,15 +1581,10 @@
             {
                 throw new InvalidOperationException("Selected Tower is null");
             }
-            int sellValue = currentSelectedTower.GetSellLevel();
-            if (EndlessLevelManager.instanceExists && sellValue > 0)
-            {
-                EndlessLevelManager.instance.Currency.AddCurrency(sellValue);
-                currentSelectedTower.Sell();
+            currentSelectedTower.Sell();
 
-                // 从列表中删除Tower.
-                delTower(currentSelectedTower);
-            }
+            // 从列表中删除Tower.
+            delTower(currentSelectedTower);
             DeselectTower();
         }
 
@@ -1453,12 +1604,7 @@
             {
                 return;
             }
-            int cost = m_CurrentTower.controller.purchaseCost;
-            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
-            if (successfulPurchase)
-            {
-                PlaceTower();
-            }
+            PlaceTower();
         }
 
         /// <summary>
@@ -1468,9 +1614,9 @@
         /// Throws exception when not in a build mode or when tower is not a valid position
         /// </exception>
         /// </summary>
-        public void BuyTower(UIPointer pointer, bool force = false, bool zeroCost = false)
+        public bool BuyTower(UIPointer pointer, bool force = false)
         {
-            if (!isBuilding) return;
+            if (!isBuilding) return false;
 
             // 判断是否格子上重复放置塔防
             if (!m_CurrentTower || !IsGhostAtValidPosition())
@@ -1502,11 +1648,11 @@
                     if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null)
                     {
                         CancelGhostPlacement();
-                        return;
+                        return false;
                     }
                     PlaceGhost(pointer);
                 }
-                return;
+                return true;
             }
 
             // 这是判断是否超出了格子
@@ -1514,17 +1660,16 @@
             if (!pointer.raycast.HasValue || pointer.raycast.Value.collider == null)
             {
                 CancelGhostPlacement();
-                return;
+                return false;
             }
 
-            int cost = m_CurrentTower.controller.purchaseCost;
-            if (zeroCost)
-                cost = 0;
-            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
+            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(0);
             if (successfulPurchase)
             {
                 PlaceGhost(pointer);
             }
+
+            return true;
         }
 
         /// <summary>
@@ -1534,27 +1679,6 @@
         public void PlayUpgradeEffect(Tower newTower)
         {
             newTower.currentTowerLevel.PlayUpGradeEffect();
-            // GameObject effect = TowerUpgradeEffectPrefab;
-
-            // if (newTower.towerFeature == EFeatureTower.NULL)
-            // {
-            //     string path = $"UI/ToBattle_{newTower.attributeId}";
-            //     GameObject prefab = Resources.Load<GameObject>(path);
-            //     effect = Instantiate(prefab);
-            // }
-
-            // // 在sTower的位置播放升级特效
-            // GameObject obj = Instantiate(effect);
-            // obj.transform.position = newTower.transform.position;
-            // Vector3 pos = obj.transform.position;
-            // pos.y += 5f;
-            // obj.transform.position = pos;
-            // ParticleSystem ps = obj.GetComponent<ParticleSystem>();
-
-            // if (ps == null)
-            //     ps = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
-            // ps.Play();
-            // Destroy(obj, ps.main.duration);
         }
 
         /// <summary>
@@ -1613,7 +1737,7 @@
             if (m_CurrentTower == null || m_CurrentArea == null)
                 return false;
 
-            return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost);
+            return true;
         }
 
         /// <summary>
@@ -1801,16 +1925,16 @@
             if (!towerPriceText)
             {
                 towerPriceText = randomTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
-                towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
+                //towerPriceText1 = SkillTowerBtn.transform.Find("cashText").GetComponent<TextMeshProUGUI>();
                 if (towerPriceText)
                     towerPriceText.text = tpMgr.currentTowerPrice.ToString();
-                if (towerPriceText1)
-                    towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
+                // if (towerPriceText1)
+                //     towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
             }
             else
             {
                 towerPriceText.text = tpMgr.currentTowerPrice.ToString();
-                towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
+                //towerPriceText1.text = tpMgr.currentTowerPrice.ToString();
             }
 
             // 无法支付新的塔防价格,按钮变灰.
@@ -1830,7 +1954,7 @@
             if (towerPriceText)
             {
                 towerPriceText.color = new Color(0.5f, 0.5f, 0.5f);
-                towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
+                //towerPriceText1.color = new Color(0.5f, 0.5f, 0.5f);
             }
             tdBuyDisable = true;
         }
@@ -1848,7 +1972,7 @@
             if (towerPriceText)
             {
                 towerPriceText.color = new Color(1.0f, 1.0f, 1.0f);
-                towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f);
+                //towerPriceText1.color = new Color(1.0f, 1.0f, 1.0f);
             }
 
             if (randomTowerBtn)
@@ -1867,6 +1991,8 @@
         /// <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)
@@ -1883,7 +2009,7 @@
             }
             if (tm)
             {
-                tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI").GetComponent<Transform>(), true);
+                tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true);
                 string bloodStr = "";
                 if (doubleHit)
                     bloodStr += "Dble!";
@@ -2060,7 +2186,7 @@
             RaycastHit output;
             // River: Raycast的碰撞是游戏内物品的Collider进行碰撞检测的
             bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer);
-            if (!hasHit)//|| uiPointer.overUI)
+            if (!hasHit || uiPointer.overUI)
             {
                 //Debug.Log("没有点中或者点中了UI:" + hasHit.ToString() + "," + uiPointer.overUI.ToString());
                 return;
@@ -2144,7 +2270,7 @@
             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>();
@@ -2420,19 +2546,7 @@
         /// <param name="worldPos">世界坐标</param>
         public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
         {
-            string path = "";
-            if (attributeId == 101)
-            {
-                path = "UI/Effect_Elf_Huo_DengChang_101";
-            }
-            else if (attributeId == 105)
-            {
-                path = "UI/Effect_Elf_Shui_DengChang_105";
-            }
-            else if (attributeId == 109)
-            {
-                path = "UI/Effect_Elf_Mu_DengChang_109";
-            }
+            string path = $"UI/DengChang_{attributeId}";
 
             GameObject prefab = Resources.Load<GameObject>(path);
             GameObject obj = Instantiate(prefab);

--
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