From db2acfc3bc959747081fd9732759fbcb646911a6 Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Wed, 18 Nov 2020 17:56:27 +0800
Subject: [PATCH] 调整UI位置 修正上阵提示

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   34 ++++++++++++++++++----------------
 1 files changed, 18 insertions(+), 16 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index cc81127..b2cc6cb 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -882,30 +882,32 @@
             {
                 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
 
-                    if (m_CurrentTower.controller.gridPosition.y==0||m_CurrentTower.controller.gridPosition.y==1)
+                    if (towerToMove)
                     {
-                        for (int i = 0; i < m_listTower.Count; i++)
+                        if (towerToMove.gridPosition.y == 0 || towerToMove.gridPosition.y == 1)
                         {
-                            if (m_listTower[i].bInAttackMode && towerToMove && m_listTower[i].currentLevel == dragTowerLevel && m_listTower[i].towerName == towerToMove.towerName)
+                            allTowerP = new List<IntVector2>();
+                            for (int i = 0; i < m_listTower.Count; i++)
                             {
-                                // 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_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);
+                                }
                             }
                         }
+
                     }
-                    else
-                    {
-                        allTowerP = null;
-                    }
+
                     if (m_CurrentArea != null)
                     {
                         //修改为只要开启格子都可以放

--
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