From c1b222b305ce0baa9468019254dc43138b067094 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Fri, 20 Nov 2020 20:01:07 +0800
Subject: [PATCH] 拖动提示

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  113 +++++++++++++++++++++++++++++++++++++++++++++++++-------
 1 files changed, 99 insertions(+), 14 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index dd297f4..e74ef6b 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,6 +882,13 @@
             {
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                 {
+                    // 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
 
@@ -944,6 +951,8 @@
             }
         }
 
+        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>
@@ -953,37 +962,92 @@
             //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;
             }
         }
 
@@ -994,24 +1058,45 @@
         /// </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

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