From 452c75675679c44cc39b04bdb7d330d7c5c14d5c Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Tue, 29 Dec 2020 10:48:06 +0800
Subject: [PATCH] 增加多SDK支持。常规使用SDKChannel.KTGM 偶哈游的是空SDK

---
 Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs |  886 +++++++++++++++++++++++++++++++++++++++++++----------------
 1 files changed, 646 insertions(+), 240 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
index 750cf7b..a79a3aa 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -1,11 +1,8 @@
-using System.Globalization;
-using Core.Health;
+using Core.Health;
 using Core.Input;
 using Core.Utilities;
-using DG.Tweening;
 using JetBrains.Annotations;
 using System;
-using System.Collections;
 using System.Collections.Generic;
 using TMPro;
 using TowerDefense.Level;
@@ -15,7 +12,6 @@
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 using TowerDefense.Nodes;
-using TowerDefense.Affectors;
 using KTGMGemClient;
 
 namespace TowerDefense.UI.HUD
@@ -127,13 +123,28 @@
         public TextMoveDoTween bloodCrit;
 
         /// <summary>
+        /// 减速飘字
+        /// </summary>
+        public Image SlowDownWord;
+
+        /// <summary>
+        /// 暴击飘字
+        /// </summary>
+        public Image CritWord;
+
+        /// <summary>
+        /// 冰冻飘字
+        /// </summary>
+        public Image FrostWord;
+
+        public Image RestrainWord;
+
+        /// <summary>
         /// 购买塔防按钮上的Text.
         /// </summary>
         protected TextMeshProUGUI towerPriceText;
 
-        //protected TextMeshProUGUI towerPriceText1;
-
-        protected bool tdBuyDisable = false;
+        public bool tdBuyDisable { get; protected set; } = false;
 
         /// <summary>
         /// 鼠标在移动一个Tower之前,要隐藏的Tower数据和指针。
@@ -178,6 +189,9 @@
         /// </summary>
         Camera m_Camera;
 
+        //Camera m_CameraBG;
+
+
         /// <summary>
         /// Current tower placeholder. Will be null if not in the <see cref="State.Building" /> state.
         /// </summary>
@@ -190,6 +204,7 @@
                 return m_CurrentTower != null;
             }
         }
+
 
         // TowerList用于简单记录相关的数据
         protected List<Tower> m_listTower = new List<Tower>();
@@ -265,12 +280,12 @@
 
         //首次购买宝石特效
         public GameObject fireAppearEffect1;
-        public GameObject fireAppearEffect2;
+        //public GameObject fireAppearEffect2;
 
         public GameObject waterAppearEffect1;
-        public GameObject waterAppearEffect2;
+        //public GameObject waterAppearEffect2;
         public GameObject woodAppearEffect1;
-        public GameObject woodAppearEffect2;
+        //public GameObject woodAppearEffect2;
         /// <summary>
         /// 保存所有生成或合成的塔的最小等级
         /// </summary>
@@ -322,6 +337,44 @@
                 disableRandomTowerBtn();
         }
 
+        public void PlayBuffPS(int get_buffID)
+        {
+            //Debug.Log("开始播放特效");
+            int targetID = 0;
+            switch (get_buffID)
+            {
+                case 0:
+                    //无特效
+                    break;
+                case 1:
+                    for (int i = 0; i < m_listTower.Count; i++)
+                    {
+                        m_listTower[i].CurrentTowerLevel.ShowBuffPS();
+                    }
+                    break;
+                case 2:
+                    targetID = 101;
+                    break;
+                case 3:
+                    targetID = 201;
+                    break;
+                case 4:
+                    targetID = 301;
+                    break;
+            }
+            if (targetID > 1)
+            {
+                for (int i = 0; i < m_listTower.Count; i++)
+                {
+                    if (m_listTower[i].ElfId == targetID)
+                    {
+                        m_listTower[i].CurrentTowerLevel.ShowBuffPS();
+                    }
+                }
+            }
+
+        }
+
         /// <summary>
         /// 根据塔位索引位置,查找位置上是否有对应的塔防数据。
         /// </summary>
@@ -338,6 +391,25 @@
             return null;
         }
 
+        /// <summary>
+        /// 根据塔位索引位置,查找位置上是否有对应的塔防数据。
+        /// </summary>
+        /// <param name="x"></param>
+        /// <param name="y"></param>
+        /// <returns></returns>
+        public int GetTowerNum()
+        {
+            int num = 0;
+            foreach (Tower lt in m_listTower)
+            {
+                if (lt.gridPosition.y == 0 || lt.gridPosition.y == 1)
+                {
+                    num++;
+                }
+            }
+            return num;
+        }
+
         public bool towerInList(Tower t)
         {
             return m_listTower.Contains(t);
@@ -351,7 +423,7 @@
         {
             foreach (Tower tower in m_listTower)
             {
-                tower.bInAttackMode = canAttack;
+                tower.CanAttack = canAttack;
             }
         }
 
@@ -479,6 +551,13 @@
             {
                 return;
             }
+            if (state == State.GameOver)
+            {
+                CommonDebugHelper.DebugError("已经游戏结束了,为什么还在修改状态");
+                return;
+            }
+            CommonDebugHelper.Debug($"设置了状态 state:{state} newState:{newState} ");
+
             State oldState = state;
             if (oldState == State.Paused || oldState == State.GameOver)
             {
@@ -514,6 +593,8 @@
         /// </summary>
         public void GameOver()
         {
+            CommonDebugHelper.Debug("游戏结束了");
+
             SetState(State.GameOver);
         }
 
@@ -571,7 +652,7 @@
                 if (tower.towerName != towerOld.towerName)
                     continue;
 
-                newT = Instantiate(tower, transform);
+                newT = tower;
                 break;
             }
 
@@ -585,7 +666,7 @@
             SetToDragMode(newT);
 
             if (towerOld.towerFeature == EFeatureTower.Skill_Bomb)
-                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.attributeId);
+                m_CurrentTower.SetAttackArea(dragTowerLevel, towerOld.ElfId);
         }
 
         /// <summary>
@@ -631,7 +712,7 @@
 
             if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
             {
-                if (m_CurrentArea.isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
                 {
                     return true;
                 }
@@ -673,12 +754,16 @@
             if (!m_CurrentTower || !IsGhostAtValidPosition())
             {
                 // 最大级别的Tower不能再合并了.
-                if (towerToMove.isAtMaxLevel)
+                if (towerToMove.IsMaxLevel)
                     return false;
 
                 // 判断格子上的塔防:
                 UIPointer pointer = WrapPointer(pinfo);
                 Tower sTower = PickTowerInGrid(pointer);
+
+                // 泡泡禁锢状态不允许合并
+                if (sTower && sTower.IsStartBondage) return false;
+
                 if (sTower && sTower != towerToMove)
                 {
                     int testLvl = dragTowerLevel;
@@ -703,9 +788,35 @@
                 UIPointer pointer = WrapPointer(pinfo);
                 Tower sTower = PickTowerInGrid(pointer);
 
+                // 泡泡禁锢状态不允许置换
+                if (sTower && sTower.IsStartBondage) return false;
+
                 if (sTower && sTower != towerToMove)
                 {
-                    if (towerToMove && sTower.towerFeature == EFeatureTower.NULL && towerToMove.towerFeature == EFeatureTower.NULL && sTower.bInAttackMode && towerToMove.bInAttackMode)
+                    if (towerToMove)
+                        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;
                 }
             }
@@ -734,18 +845,41 @@
         }
 
         /// <summary>
+        /// 提升所有塔的等级,如果现在塔的等级 < level,设置等级为 level,如果 > level 不做改变
+        /// </summary>
+        /// <param name="level">从0开始</param>
+        public void UpgradeAllTowerMinLevel(int level)
+        {
+            if (level < 0 || level > ElfUpgradeData.MaxTowerLevel - 1) return;
+
+            for (int i = 0; i < m_listTower.Count; ++i)
+            {
+                if (m_listTower[i].currentLevel < level)
+                {
+                    m_listTower[i].currentLevel = level;
+                    m_listTower[i].CurrentTowerLevel.SetShowLevel(level + 1);
+                    m_listTower[i].CurrentTowerLevel.SetScale(level + 1);
+                    PlayUpgradeEffect(m_listTower[i]);
+                }
+            }
+            GameConfig.IsUpgradeTowerLevel = true;
+            UpdateMinLevelArr();
+            EndlessRandomTower.instance.UpdateDescDisplay();
+        }
+
+        /// <summary>
         /// 成长骰子升级为高一级别的随机骰子.
         /// </summary>
         /// <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)
                 {
@@ -840,6 +974,7 @@
             EndlessBossSkillManager.instance.ClearSkillList();
             EndlessBossHPManager.instance.SwitchHP(true);
             EndlessBossHPManager.instance.SetCurrentHP(0);
+            EndlessLevelManager.instance.WaveManager.HideTunel();
 
             // 停止所有兵线的出兵
             for (int i = 0; i < TotalWaveLines; ++i)
@@ -963,9 +1098,12 @@
             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 (checkTowerPlaceTower != null)
                 {
+                    Debug.Log(checkTowerPlaceTower.name);
+
                     if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
                     {
                         if (checkTowerPlaceTower.bInAttackMode)
@@ -981,34 +1119,21 @@
                                 if (bInAttackModeTower == null)
                                 {
                                     bInAttackModeTower = checkTowerPlaceTower;
-                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(true);
                                 }
                                 else if (bInAttackModeTower != checkTowerPlaceTower)
                                 {
 
-                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                                    bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                                     bInAttackModeTower = checkTowerPlaceTower;
-                                    bInAttackModeTower.currentTowerLevel.SetCanPlace(true);
+                                    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);
-                        }
+                        m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
+
                     }
                 }
                 else if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
@@ -1020,6 +1145,9 @@
                         {
                             //空格子
                             (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                            m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
                         }
                     }
                     else
@@ -1041,17 +1169,131 @@
             }
         }
 
-        void CloseCanPlace()
+        public void CloseCanPlace()
         {
             dragTowerPlacement.CloseCanPlace();
             if (bInAttackModeTower != null)
             {
-                bInAttackModeTower.currentTowerLevel.SetCanPlace(false);
+                bInAttackModeTower.CurrentTowerLevel.SetCanPlace(false);
                 bInAttackModeTower = null;
             }
         }
 
         TowerPlacementGridEndless dragTowerPlacement;
+
+        public void CheckTowerPlaceNew(PointerInfo pointerInfo)
+        {
+            //return;
+            if (m_CurrentArea != null && m_CurrentArea is TowerPlacementGridEndless)
+            {
+                if ((m_GridPosition.x >= 0) && (m_GridPosition.y >= 0))
+                {
+                    if (m_GridPosition.y == 0 || m_GridPosition.y == 1)
+                    {
+                        //Debug.Log("未上阵区域,不管有没有塔,都强行吸附");
+                        (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
+
+                        m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                        //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
+                    }
+                    else if (m_GridPosition.y == 2 || m_GridPosition.y == 3)
+                    {
+                        //Debug.Log("已上阵区域,如果是空格子就强行吸附,先判断是否有塔");
+                        //pointerInfo.currentPosition += new Vector2(0, -25f);
+                        checkTowerPlaceTower = isFreeAttackGridOnDrag(pointerInfo);
+
+                        if (checkTowerPlaceTower != null)
+                        {
+                            //Debug.Log(checkTowerPlaceTower.name);
+                            //Debug.Log($"checkTowerPlaceTower.name:{checkTowerPlaceTower.name}  m_GridPosition:{m_GridPosition}");
+
+                            if (m_CurrentTower.controller.towerFeature == EFeatureTower.NULL)
+                            {
+                                if (checkTowerPlaceTower.bInAttackMode)
+                                {
+                                    //Debug.Log("检测到了塔");
+                                    //鼠标检测到了塔
+                                    (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(checkTowerPlaceTower.gridPosition.x, checkTowerPlaceTower.gridPosition.y, false, "");
+                                }
+                                else
+                                {
+                                    if (!towerToMove.bInAttackMode)
+                                    {
+                                        //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);
+                                        }
+                                    }
+                                }
+                                m_CurrentTower.SetGridPosition(checkTowerPlaceTower.gridPosition.x, checkTowerPlaceTower.gridPosition.y);
+
+                                //Debug.Log("未上阵区域,不管有没有塔,都强行吸附" + checkTowerPlaceTower.gridPosition);
+
+                                //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(checkTowerPlaceTower.gridPosition, m_CurrentTower.controller.dimensions);
+                            }
+                        }
+                        else if ((m_CurrentArea as TowerPlacementGridEndless).isFreeAtackPos(m_GridPosition.x, m_GridPosition.y))
+                        {
+                            //Debug.Log("空格子");
+
+                            (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                            m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                            //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+
+                        }
+                        else
+                        {
+
+                            //Debug.Log($"上阵区域 m_GridPosition:{m_GridPosition.x} {m_GridPosition.y}   m_CurrentTower.controller.gridPosition:{m_CurrentTower.controller.gridPosition.x}  {m_CurrentTower.controller.gridPosition.y}");
+
+                            if (m_GridPosition == towerToMove.gridPosition)
+                            {
+                                //Debug.Log("在原来的地方");
+
+                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, towerToMove.towerName);
+
+                                //m_CurrentTower.transform.position = towerToMove.position;
+                                m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                            }
+                            else
+                            {
+                                //CloseCanPlace();
+
+                                //Debug.Log("上阵区域,没有开放的塔位");
+
+                                (m_CurrentArea as TowerPlacementGridEndless).CheckCanPlaceUpdate(m_GridPosition.x, m_GridPosition.y, true, "");
+
+                                m_CurrentTower.SetGridPosition(m_GridPosition.x, m_GridPosition.y);
+
+                                //m_CurrentTower.transform.position = (m_CurrentArea as TowerPlacementGridEndless).GridToWorld(m_GridPosition, m_CurrentTower.controller.dimensions);
+                            }
+                        }
+                    }
+                }
+
+            }
+            else
+            {
+                dragTowerPlacement.CloseCanPlace();
+                m_CurrentTower.SetGridPosition(-1, -1);
+                //Debug.Log("没有检测到");
+            }
+        }
+
 
         /// <summary>
         /// 目标位置是否是可攻击属性的空塔位
@@ -1065,31 +1307,20 @@
             Tower sTower = PickTowerInGrid(pointer);
             if (sTower != null)
             {
-
-                // if (towerToMove && sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
-                // {
-                //     //说明可以合成
-                //     return sTower;
-                // }
-                // else
-                // {
-                //     return null;
-                // }
-
                 if (towerToMove)
                 {
-                    if (towerToMove.bInAttackMode)
-                    {
-                        return sTower;
-                    }
-                    else
-                    {
-                        if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
-                        {
-                            //说明可以合成
-                            return sTower;
-                        }
-                    }
+                    return sTower;
+                    // if (towerToMove.bInAttackMode)
+                    // {
+                    // }
+                    // else
+                    // {
+                    //     if (sTower.currentLevel == dragTowerLevel && sTower.towerName == towerToMove.towerName)
+                    //     {
+                    //         //说明可以合成
+                    //         return sTower;
+                    //     }
+                    // }
                 }
                 else
                 {
@@ -1102,6 +1333,15 @@
         #endregion
 
         /// <summary>
+        /// 推拽结束,如果判断HasTower==true 就强行释放
+        /// </summary>
+        public void EndDragCancelPlaceTower()
+        {
+            Debug.Log("强行释放了m_CurrentTower");
+            CancelPlaceTower(null);
+        }
+
+        /// <summary>
         /// 拖动一个Tower之后,松开鼠标或者EndDrag.
         /// 1: 目标点可合成,则直接合成。
         /// 2: 目标点不管是空白,还是不能放置Tower,都要让当前的Tower返回到原来的TowerPlace
@@ -1109,7 +1349,6 @@
         /// <param name="pointerInfo"></param>
         public void onEndTowerDrag(PointerInfo pointerInfo)
         {
-            bool bSkill = false;
             if (temporaryMat != null)
             {
                 //移动虚像隐藏
@@ -1123,17 +1362,92 @@
             }
 
             if (m_CurrentTower.controller.towerFeature != EFeatureTower.NULL)
-                bSkill = true;
+            {
+                Debug.LogError("只能移动3种塔");
+                return;
+            }
+            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.EndDrag5_1();
+                    CancelPlaceTower(pointerInfo);
+                    Debug.Log("没有放置在火塔上");
+                }
+
+                return;
+            }
+
+            if (m_CurrentTower.gridPositionX != -1)
+            {
+                IntVector2 moveV2 = new IntVector2(m_CurrentTower.gridPositionX, m_CurrentTower.gridPositionY);
+                //判断是否未开塔
+                if (!dragTowerPlacement.IsGridOpen(moveV2.x, moveV2.y))
+                {
+                    //Debug.Log("未开塔");
+                    CancelPlaceTower(pointerInfo);
+
+                }
+                else if (moveV2 == towerToMove.gridPosition)
+                {
+                    //Debug.Log($"在原位 moveV2:{moveV2}   towerToMove.gridPosition:{towerToMove.gridPosition}");
+                    CancelPlaceTower(pointerInfo);
+                }
+                else
+                {
+                    //判断是否有塔
+                    Tower tmpT = null;
+                    for (int i = 0; i < m_listTower.Count; i++)
+                    {
+                        if (m_listTower[i].gridPosition == moveV2)
+                        {
+                            tmpT = m_listTower[i];
+                            break;
+                        }
+                    }
+
+                    if (tmpT != null)
+                    {
+                        //Debug.Log("释放的时候有塔");
+                        DragBuyTower(tmpT);
+                    }
+                    else
+                    {
+                        //Debug.Log("释放的时候是空格子");
+                        DragBuyTower(moveV2);
+                    }
+                }
+            }
+            else
+            {
+                //Debug.Log("不在区域内");
+                CancelPlaceTower(pointerInfo);
+            }
+
+            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))
             {
+                //Debug.Log("目标位置是否有同等级同类型的Tower.");
                 TryPlaceTower(pointerInfo);
                 EndlessRandomTower.instance.UpdateDescDisplay();
             }
-            else if (isFreeAttackGrid(pointerInfo) && !bSkill)
+            else if (isFreeAttackGrid(pointerInfo))
             {
-                if (!TryPlaceTower(pointerInfo, false, true))
+                //Debug.Log("isFreeAttackGrid:" + m_GridPosition);
+
+                if (!TryPlaceTower(pointerInfo, false))
                 {
                     CancelPlaceTower(pointerInfo);
                     Debug.Log("这里需要返回原位");
@@ -1148,62 +1462,45 @@
                     towerToMove.Sell();
                     towerToMove = null;
                 }
+                if (m_CurrentTower != null && m_CurrentTower.controller != null)
+                    Destroy(m_CurrentTower.controller.gameObject);
             }
             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);
+                //Debug.Log("交换");
 
-                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);
-                    }
-                    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();
-                    }
-                }
+                CheckCanChangePos(pointerInfo);
             }
-            // 当前是Skill塔位的状态.
-            else if (bSkill)
-            {
-                if (SkillPlayEndDrag(pointerInfo))
-                {
-                    // 先释放掉当前的Ghost塔防.
-                    CancelGhostPlacement();
+            else
+                CancelPlaceTower(pointerInfo);
+        }
 
-                    // 删除towerToMove,确保塔防数据不再出现多个
+        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;
+
+            //Debug.Log("开始检测是否可以交换塔");
+            //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);
@@ -1211,13 +1508,30 @@
                         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();
+                    //Debug.Log($"newTower1:{newTower1.towerName}  newTower2:{newTower2.towerName}");
+
+                    TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x, newTower2.gridPosition.y);
+                    return true;
                 }
-                else
-                    CancelPlaceTower(pointerInfo);
             }
-            else
-                CancelPlaceTower(pointerInfo);
+            return false;
+
         }
+
 
         /// <summary>
         /// 强制放置塔,主要是用于新手
@@ -1232,8 +1546,7 @@
             Tower controller = currentTower.controller;
             Tower createdTower = Instantiate(controller);
             createdTower.PlayWaveLineFlash = playEffect;
-            createdTower.Initialize(m_CurrentArea, pos);
-            createdTower.SetLevel(level - 1);
+            createdTower.Initialize(m_CurrentArea, pos, level - 1);
 
             if (playEffect)
                 PlayUpgradeEffect(createdTower);
@@ -1262,7 +1575,7 @@
                 ray = m_Camera.ScreenPointToRay(tp.currentPosition)
             };
 
-            int sId = towerToMove.attributeId;
+            int sId = towerToMove.ElfId;
             int sLevel = towerToMove.currentLevel;
 
             // 火是列攻击:
@@ -1352,7 +1665,7 @@
         /// 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);
 
@@ -1363,9 +1676,7 @@
                 return false;
             }
 
-            BuyTower(pointer, force, zeroCost);
-
-            return true;
+            return BuyTower(pointer, force);
         }
 
         /// <summary>
@@ -1386,6 +1697,7 @@
             return controller;
         }
 
+        private Vector2 dragOffect = new Vector2(0, -55f);
         /// <summary>
         /// Position the ghost tower at the given pointer
         /// </summary>
@@ -1398,15 +1710,29 @@
                 return;
                 //throw new InvalidOperationException("Trying to move the tower ghost when we don't have one");
             }
+            // 我操,终于可以了!ATTENTION TO OPP:
+            PointerInfo tp = new PointerActionInfo();
+            tp.currentPosition = pointerInfo.currentPosition + dragOffect;
+            tp.previousPosition = pointerInfo.previousPosition;
+            tp.delta = pointerInfo.delta;
+            tp.startedOverUI = pointerInfo.startedOverUI;
 
-            UIPointer pointer = WrapPointer(pointerInfo);
+            UIPointer npt = new UIPointer
+            {
+                overUI = false,
+                pointer = tp,
+                overWaveLine = false,
+                ray = m_Camera.ScreenPointToRay(tp.currentPosition)
+            };
+
+            //UIPointer pointer = WrapPointer(tp);
             // Do nothing if we're over UI
-            if (pointer.overUI && hideWhenInvalid)
+            if (npt.overUI && hideWhenInvalid)
             {
                 m_CurrentTower.Hide();
                 return;
             }
-            MoveGhost(pointer, hideWhenInvalid);
+            MoveGhost(npt, hideWhenInvalid);
         }
 
         /// <summary>
@@ -1465,16 +1791,11 @@
             {
                 throw new InvalidOperationException("Selected Tower is null");
             }
-            if (currentSelectedTower.isAtMaxLevel)
+            if (currentSelectedTower.IsMaxLevel)
             {
                 return;
             }
-            int upgradeCost = currentSelectedTower.GetCostForNextLevel();
-            bool successfulUpgrade = EndlessLevelManager.instance.Currency.TryPurchase(upgradeCost);
-            if (successfulUpgrade)
-            {
-                currentSelectedTower.UpgradeTower();
-            }
+            currentSelectedTower.UpgradeTower();
             DeselectTower();
         }
 
@@ -1491,13 +1812,14 @@
             {
                 throw new InvalidOperationException("Selected Tower is null");
             }
-            if (currentSelectedTower.isAtMaxLevel)
+            if (currentSelectedTower.IsMaxLevel)
                 return false;
 
             // 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;
@@ -1530,15 +1852,10 @@
             {
                 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();
         }
 
@@ -1558,12 +1875,7 @@
             {
                 return;
             }
-            int cost = m_CurrentTower.controller.purchaseCost;
-            bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
-            if (successfulPurchase)
-            {
-                PlaceTower();
-            }
+            PlaceTower();
         }
 
         /// <summary>
@@ -1573,10 +1885,11 @@
         /// 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;
 
+            //Debug.Log("开始造塔" + m_GridPosition);
             // 判断是否格子上重复放置塔防
             if (!m_CurrentTower || !IsGhostAtValidPosition())
             {
@@ -1607,11 +1920,12 @@
                     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
@@ -1619,17 +1933,91 @@
             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;
+        }
+
+        private void DragBuyTower(Tower sTower)
+        {
+            Tower curTower = m_CurrentTower.controller;
+            int testLvl = dragTowerLevel;
+            if ((sTower.currentLevel == testLvl) &&
+                (sTower.towerName == curTower.towerName))
+            {
+                // 先释放掉当前的Ghost塔防.
+                CancelGhostPlacement();
+
+                // 升级目标位置的塔防.
+                currentSelectedTower = sTower;
+                SetState(State.Normal);
+                // 新的代码,合并升级为随机塔防类型.
+                randomUpgradeTower();
+            }
+            else
+            {
+                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);
+
+                //强制交换塔的时候检查自身充能条
+                newTower1.CheckCtrl();
+                newTower2.CheckCtrl();
+                //Debug.Log($"newTower1:{newTower1.towerName}  newTower2:{newTower2.towerName}");
+
+                TowerPlacementGridEndless.instance.PlayPutPs(newTower2.gridPosition.x, newTower2.gridPosition.y);
+            }
+        }
+
+        private void DragBuyTower(IntVector2 dragGridPosition)
+        {
+            Tower controller = m_CurrentTower.controller;
+            Tower createdTower = Instantiate(controller);
+            createdTower.Initialize(m_CurrentArea, dragGridPosition, dragTowerLevel);
+
+            // ATTENTION TO FIX:是否应该加入List:
+            addTower(createdTower);
+            PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
+            dragTowerLevel = 0;
+            CancelGhostPlacement();
+
+            // 删除towerToMove,确保塔防数据不再出现多个
+            if (towerToMove != null)
+            {
+                delTower(towerToMove);
+                towerToMove.showTower(true);
+                towerToMove.Sell();
+                towerToMove = null;
+            }
+            if (m_CurrentTower != null && m_CurrentTower.controller != null)
+                Destroy(m_CurrentTower.controller.gameObject);
         }
 
         /// <summary>
@@ -1638,28 +2026,8 @@
         /// <param name="worldPos"></param>
         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);
+            newTower.CurrentTowerLevel.PlayUpGradeEffect();
+            AudioSourceManager.Ins.Play(AudioEnum.Upgrade);
         }
 
         /// <summary>
@@ -1718,7 +2086,7 @@
             if (m_CurrentTower == null || m_CurrentArea == null)
                 return false;
 
-            return EndlessLevelManager.instance.Currency.CanAfford(m_CurrentTower.controller.purchaseCost);
+            return true;
         }
 
         /// <summary>
@@ -1777,7 +2145,7 @@
             {
                 //火元素
                 PlayAppearEffect(worldPos, fireAppearEffect1);
-                PlayAppearEffect(worldPos, fireAppearEffect2);
+                //PlayAppearEffect(worldPos, fireAppearEffect2);
                 if (Application.platform == RuntimePlatform.WindowsEditor)
                 {
                     //UnityEditor.EditorApplication.isPaused = true;
@@ -1787,14 +2155,14 @@
             {
                 //木元素
                 PlayAppearEffect(worldPos, woodAppearEffect1);
-                PlayAppearEffect(worldPos, woodAppearEffect2);
+                //PlayAppearEffect(worldPos, woodAppearEffect2);
 
             }
             else if (towerName.StartsWith("CopyCatTower"))
             {
                 //水元素
                 PlayAppearEffect(worldPos, waterAppearEffect1);
-                PlayAppearEffect(worldPos, waterAppearEffect2);
+                //PlayAppearEffect(worldPos, waterAppearEffect2);
             }
         }
         void PlayAppearEffect(Vector3 worldPos, GameObject prefab)
@@ -1928,7 +2296,7 @@
         /// <summary>
         /// 随机放置Tower按钮禁止使用,灰掉.
         /// </summary>
-        protected void disableRandomTowerBtn()
+        public void disableRandomTowerBtn()
         {
             randomTowerBtn.GetComponent<EndlessRandomTower>().ChangeBtnClick();
             //randomTowerBtn.interactable = false;
@@ -1943,7 +2311,7 @@
         /// <summary>
         /// 随机购买Tower的按钮重设置为有效.
         /// </summary>
-        protected void enableRandomTowerBtn()
+        public void enableRandomTowerBtn()
         {
             // ATTENTION TO FIX: 再次判断是因为有的地方是直接调用
             if ((TowerPrice.instance.currentTowerPrice > EndlessLevelManager.instance.Currency.currentCurrency) ||
@@ -1990,17 +2358,58 @@
             }
             if (tm)
             {
-                tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI").GetComponent<Transform>(), true);
-                string bloodStr = "";
-                if (doubleHit)
-                    bloodStr += "Dble!";
-                if (crit)
-                    bloodStr += "Crt!";
-                bloodStr += "-";
+                tm.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), true);
+                string bloodStr = "-";
                 bloodStr += ((Int64)val).ToString();
 
                 tm.moveBloodText(spos.x, spos.y, bloodStr, crit);
             }
+        }
+
+        /// <summary>
+        /// 减速飘字
+        /// </summary>
+        public void FloatSlowDownWord(Vector3 worldPos)
+        {
+            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
+            GameObject obj = Instantiate(SlowDownWord.gameObject);
+            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
+            obj.GetComponent<TextMoveDoTween>().FloatSlowDownWord(screenPos.x, screenPos.y);
+        }
+
+        /// <summary>
+        /// 暴击飘字
+        /// </summary>
+        public void FloatCritWord(Vector3 worldPos)
+        {
+            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
+            GameObject obj = Instantiate(CritWord.gameObject);
+            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
+            obj.GetComponent<TextMoveDoTween>().FloatCritWord(screenPos.x, screenPos.y);
+        }
+
+        /// <summary>
+        /// 冰冻飘字
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void FloatFrostWord(Vector3 worldPos)
+        {
+            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
+            GameObject obj = Instantiate(FrostWord.gameObject);
+            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
+            obj.GetComponent<TextMoveDoTween>().FloatFrostWord(screenPos.x, screenPos.y);
+        }
+
+        /// <summary>
+        /// 克制飘字
+        /// </summary>
+        /// <param name="worldPos"></param>
+        public void FloatRestrainWord(Vector3 worldPos)
+        {
+            Vector3 screenPos = m_Camera.WorldToScreenPoint(worldPos);
+            GameObject obj = Instantiate(RestrainWord.gameObject);
+            obj.GetComponent<Transform>().SetParent(GameObject.Find("MainUI/TextPanel").GetComponent<Transform>(), false);
+            obj.GetComponent<TextMoveDoTween>().FloatRestrainWord(screenPos.x, screenPos.y);
         }
 
         private void Start()
@@ -2012,8 +2421,10 @@
                 m_CurrentArea = placeObj.GetComponent<IPlacementArea>();
                 dragTowerPlacement = placeObj.GetComponent<IPlacementArea>() as TowerPlacementGridEndless;
             }
-            placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
+            //placeObj = GameObject.FindGameObjectWithTag("PlaceTowerOpponent");
             EventCenter.Ins.Add((int)KTGMGemClient.EventType.EndlessHeartAllLose, AllHeartLose);
+            EventCenter.Ins.Add<int>((int)KTGMGemClient.EventType.PlayBuffPS, PlayBuffPS);
+
         }
 
         /// <summary>
@@ -2099,7 +2510,6 @@
             bool successfulPurchase = EndlessLevelManager.instance.Currency.TryPurchase(cost);
             if (!successfulPurchase) return false;
 
-            EndlessRandomTower.instance.UpdateDescDisplay();
             SetUpGhostTower(tow);
             //Debug.Log("设置影子塔防.");
             m_CurrentTower.Show();
@@ -2167,14 +2577,17 @@
             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;
             }
-            var controller = output.collider.GetComponent<Tower>();
+            Tower controller = output.collider.GetComponent<Tower>();
             if (controller != null)
             {
+                // 泡泡禁锢状态不允许拖动
+                if (controller.IsStartBondage) return;
+
                 SelectTower(controller);
             }
 
@@ -2182,7 +2595,21 @@
             CalSelTowerScreenOffset(info, controller);
         }
 
+        public void OnPressed(PointerInfo info)
+        {
+            UIPointer uiPointer = WrapPointer(info);
+            RaycastHit output;
+            bool hasHit = Physics.Raycast(uiPointer.ray, out output, float.MaxValue, towerSelectionLayer);
 
+            if (uiPointer.overUI) return;
+
+            if (hasHit)
+            {
+                Tower controller = output.collider.GetComponent<Tower>();
+                if (controller != null)
+                    controller.OnPressed();
+            }
+        }
 
         /// <summary>
         /// 鼠标选中一个Tower的时候,计算当前鼠标位置与当前Tower位置在屏幕上坐标位置的偏移量。
@@ -2255,24 +2682,10 @@
 
             state = State.Normal;
             m_Camera = GameObject.Find("SceneCamera3D").GetComponent<Camera>();
+            //m_Camera = GameObject.Find("BackCamera").GetComponent<Camera>();
+
             //m_Camera = GetComponent<Camera>();
             TowerDestroyArr = new bool[5, AttackRowNumbers];
-        }
-
-        /// <summary>
-        /// 战场内所有的Tower实例都需要升级相关的数据.
-        /// 找到相同类型的所有Tower,然后进行局内升级的修改。
-        /// </summary>
-        /// <param name="td"></param>
-        protected void towerUpgradeInBattle(TowerLevelUp tlu)
-        {
-            foreach (Tower tower in m_listTower)
-            {
-                if (tlu.towerName != tower.towerName)
-                    continue;
-                tower.upGradeInSceneTL();
-            }
-            return;
         }
 
         /// <summary>
@@ -2386,13 +2799,16 @@
             // WORK START: 从这里开始,移动的时候与场景内的WaveSelEffect射线做碰撞。  
             // Raycast onto placement layer
             PlacementAreaRaycast(ref npt);
-
+            //Debug.Log("npt.raycast:" + npt.raycast);
             if (npt.raycast != null)
             {
                 MoveGhostWithRaycastHit(npt.raycast.Value);
             }
             else
             {
+                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
+
+                return;
                 // 根据技能塔的类型,来碰撞不同的数据:
                 // 火是列攻击:
                 if (m_CurrentTower.controller.towerFeature == EFeatureTower.Skill_Fire)
@@ -2430,7 +2846,6 @@
                         m_CurrentTower.fadeOutAttackArea();
                 }
 
-                MoveGhostOntoWorld(npt.ray, hideWhenInvalid);
             }
         }
 
@@ -2448,6 +2863,7 @@
                 return;
             }
             m_GridPosition = m_CurrentArea.WorldToGrid(raycast.point, m_CurrentTower.controller.dimensions);
+            //Debug.Log("修改了m_GridPosition:" + m_GridPosition);
             TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
 
             m_CurrentTower.Show();
@@ -2469,8 +2885,9 @@
             {
                 RaycastHit hit;
 
+                Physics.Raycast(ray, out hit, float.MaxValue);
                 // check against all layers that the ghost can be on
-                Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
+                //Physics.SphereCast(ray, sphereCastRadius, out hit, float.MaxValue, ghostWorldPlacementMask);
                 if (hit.collider == null)
                 {
                     return;
@@ -2497,10 +2914,12 @@
         /// <exception cref="InvalidOperationException">If we're not in the correct state</exception>
         protected void PlaceGhost(UIPointer pointer)
         {
-            MoveGhost(pointer);
+            //MoveGhost(pointer);
 
             if (m_CurrentArea != null)
             {
+                //Debug.Log("开始检测PlaceGhost:" + m_GridPosition);
+
                 TowerFitStatus fits = m_CurrentArea.Fits(m_GridPosition, m_CurrentTower.controller.dimensions);
 
                 if (fits == TowerFitStatus.Fits)
@@ -2508,12 +2927,11 @@
                     // Place the ghost
                     Tower controller = m_CurrentTower.controller;
                     Tower createdTower = Instantiate(controller);
-                    createdTower.Initialize(m_CurrentArea, m_GridPosition);
-                    createdTower.SetLevel(dragTowerLevel);
+                    createdTower.Initialize(m_CurrentArea, m_GridPosition, dragTowerLevel);
 
                     // ATTENTION TO FIX:是否应该加入List:
                     addTower(createdTower);
-                    PlayToAttackEffect(createdTower.attributeId, createdTower.transform.position);
+                    PlayToAttackEffect(createdTower.ElfId, createdTower.transform.position);
                     dragTowerLevel = 0;
                     CancelGhostPlacement();
                 }
@@ -2523,23 +2941,11 @@
         /// <summary>
         /// 播放宝石上阵特效
         /// </summary>
-        /// <param name="attributeId">101 火,105 水,109 木</param>
+        /// <param name="ElfId">101 火,201 水,301 木</param>
         /// <param name="worldPos">世界坐标</param>
-        public void PlayToAttackEffect(int attributeId, Vector3 worldPos)
+        public void PlayToAttackEffect(int ElfId, 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_{ElfId}";
 
             GameObject prefab = Resources.Load<GameObject>(path);
             GameObject obj = Instantiate(prefab);

--
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