From fe4457c2ff07dcea1cccd6886188a334ef9c196b Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Fri, 06 Nov 2020 01:54:23 +0800
Subject: [PATCH] 无尽模式上阵宝石位置互换 火技能特效销毁时间调整

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |   67 ++++++++++++++++++++++++++++++++-
 1 files changed, 64 insertions(+), 3 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 9b1bd1b..babb6dc 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -642,6 +642,29 @@
         }
 
         /// <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 IsSubstitute(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 && sTower.bInAttackMode == towerToMove.bInAttackMode)
+                        return true;
+                }
+            }
+
+            return false;
+        }
+
+        /// <summary>
         /// 获取目标格子上的塔防的名字数据
         /// </summary>
         /// <param name="pinfo"></param>
@@ -829,6 +852,40 @@
                     towerToMove = null;
                 }
             }
+            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);
+                }
+            }
             // 当前是Skill塔位的状态.
             else if (bSkill)
             {
@@ -859,19 +916,23 @@
         /// <param name="newTower"></param>
         /// <param name="pos"></param>
         /// <param name="level">塔的等级</param>
-        public void PlaceTowerForce(Tower newTower, IntVector2 pos, int level)
+        public Tower PlaceTowerForce(Tower newTower, IntVector2 pos, int level, bool playEffect = true)
         {
             TowerPlacementGhost currentTower = Instantiate(newTower.towerGhostPrefab);
             currentTower.Initialize(newTower);
             Tower controller = currentTower.controller;
             Tower createdTower = Instantiate(controller);
+            createdTower.PlayWaveLineFlash = playEffect;
             createdTower.Initialize(m_CurrentArea, pos);
             createdTower.SetLevel(level - 1);
 
-            PlayUpgradeEffect(createdTower);
+            if (playEffect)
+                PlayUpgradeEffect(createdTower);
 
             addTower(createdTower);
             Destroy(currentTower.gameObject);
+
+            return createdTower;
         }
 
         protected bool SkillPlayEndDrag(PointerInfo pointer)
@@ -1542,7 +1603,7 @@
                 if (crit)
                     bloodStr += "Crt!";
                 bloodStr += "-";
-                bloodStr += val.ToString();
+                bloodStr += ((Int64)val).ToString();
 
                 tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
             }

--
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