liuzhiwei
2020-11-12 18f96c9313bf24d2296e615f44fc0ca005f2e872
Assets/Scripts/TowerDefense/Level/EndlessWave.cs
@@ -143,12 +143,16 @@
        /// <returns>Agent</returns>
        protected virtual void SpawnAgent()
        {
            int index = GetIndexByResId(waveData.EnemyData.resource);
            endless_enemy enemyData = waveData.EnemyDataList[waveData.Config.enemy_id > 0 ? 0 : spawnedEnemies];
            int index = GetIndexByResId(enemyData.resource);
            // 木属性小怪需要同时生成两个,先这么写吧(WTF)
            bool isDouble = waveData.EnemyData.resource == 103;
            bool isDouble = enemyData.resource == 103;
            Poolable agentPoolable = Poolable.TryGetPoolable<Poolable>(AgentConfigurationList[index].agentPrefab.gameObject);
            Agent newAgent = agentPoolable.GetComponent<Agent>();
            newAgent.EnemyData = enemyData;
            newAgent.transform.position = StartingNode.transform.position;
            if (isDouble)
@@ -164,9 +168,9 @@
            newAgent.Initialize();
            // 最终血量 = 基础血量 * 血量增幅,速度和金币都是一个公式
            float hp = waveData.Config.b_hp * waveData.EnemyData.hp_rate;
            float speed = waveData.Config.b_speed * waveData.EnemyData.speed_rate;
            int gold = waveData.Config.b_coin * waveData.EnemyData.coin_rate;
            float hp = waveData.Config.b_hp * enemyData.hp_rate;
            float speed = waveData.Config.b_speed * enemyData.speed_rate;
            int gold = waveData.Config.b_coin * enemyData.coin_rate;
            newAgent.SetAgentData(hp, speed, gold);
            // todo 这里先填1级后面需要修改
@@ -178,6 +182,7 @@
            {
                Poolable agentPoolable2 = Poolable.TryGetPoolable<Poolable>(AgentConfigurationList[index].agentPrefab.gameObject);
                Agent doubleAgent = agentPoolable2.GetComponent<Agent>();
                doubleAgent.EnemyData = enemyData;
                doubleAgent.transform.position = StartingNode.transform.position;
                Vector3 pos = doubleAgent.transform.position;