| | |
| | | switch ((enemy as Agent).AgentType) |
| | | { |
| | | case SpawnAgentType.Normal: |
| | | //Debug.Log($"受到普通塔伤害 attributeId:{attributeId}"); |
| | | HandleNormal(enemy); |
| | | (enemy as Agent).PlayGetHitParticle(attributeId); |
| | | break; |
| | | case SpawnAgentType.BubbleBomb: |
| | | Debug.Log($"泡泡炸弹 attributeId:{attributeId}"); |
| | | |
| | | HandleBubbleBomb(enemy); |
| | | break; |
| | | case SpawnAgentType.WoodPile: |
| | | Debug.Log($"受到木桩墙壁伤害 attributeId:{attributeId}"); |
| | | |
| | | HandleWoodPile(enemy, attributeId); |
| | | break; |
| | | } |
| | |
| | | enemy.SetTargetableMatColor(Color.blue); |
| | | break; |
| | | case 3: // 中毒 |
| | | enemy.poisonAgent(damage, attid); |
| | | enemy.SetTargetableMatColor(Color.green); |
| | | // enemy.poisonAgent(damage, attid); |
| | | // enemy.SetTargetableMatColor(Color.green); |
| | | break; |
| | | case 5: // 破甲 |
| | | enemy.bShieldBreak = true; |