chenxin
2020-11-07 2940e451058b1af7541ff651f485f33a10e92f7e
Assets/Scripts/TowerDefense/UI/EndlessBossSkill/BossSkillBubbleBomb.cs
@@ -12,6 +12,9 @@
 */
namespace KTGMGemClient
{
    /// <summary>
    /// 泡泡炸弹配置数据
    /// </summary>
    public class BubbleBombConfig
    {
        public BubbleBombAgent Agent { get; set; }
@@ -81,10 +84,7 @@
    public class BossSkillBubbleBomb : EndlessBossSkill
    {
        public BossSkillBubbleBomb(boss_skill param) : base(param)
        {
            random = new System.Random();
        }
        public BossSkillBubbleBomb(boss_skill param) : base(param) { }
        /// <summary>
        /// 被攻击的次数
@@ -97,8 +97,6 @@
        /// 所有存在于场景中的泡泡炸弹
        /// </summary>
        protected List<BubbleBombConfig> bubbleBombList;
        protected System.Random random;
        /// <summary>
        /// 泡泡炸弹对象池
@@ -118,7 +116,6 @@
        {
            base.ReleaseSkill();
            Debug.Log("--------------------- 泡泡炸弹释放 ---------------------");
            // cx test
            SpawnBubbleBomb();
        }
@@ -159,6 +156,7 @@
                bubbleBomb.AgentType = SpawnAgentType.BubbleBomb;
                bubbleBomb.opponentAgent = false;
                bubbleBomb.Reset();
                bubbleBomb.Initialize();
                // 出生位置
                Vector3 spawnPosition = EndlessLevelManager.instance.GetTunelWorldPosition(tunelIdList[i], (EndlessBossSkillTunelType)SkillData.target[1]);
@@ -176,39 +174,6 @@
                config.MoveSpeed = SkillData.effect[1];
                bubbleBombList.Add(config);
            }
        }
        /// <summary>
        /// 获取赛道列表
        /// </summary>
        protected List<int> GetTunelList()
        {
            List<int> tunelIdList = new List<int>();
            int count = 0;
            // 剩余没有用到的赛道
            List<int> remainList = new List<int>() { 1, 2, 3, 4, 5 };
            for (int i = 0; i < SkillData.tunnel.Count; ++i)
            {
                // 统计6这种类型的数量
                if (SkillData.tunnel[i] == 6)
                {
                    ++count;
                    continue;
                }
                tunelIdList.Add(SkillData.tunnel[i]);
                remainList.Remove(SkillData.tunnel[i]);
            }
            for (int i = 0; i < count; ++i)
            {
                int num = random.Next(remainList.Count);
                tunelIdList.Add(remainList[num]);
                remainList.Remove(remainList[num]);
            }
            return tunelIdList;
        }
        public override void Reset()
@@ -338,6 +303,7 @@
                    if (config.Agent.bInDeathState) return;
                    ++config.AttackCount;
                    Debug.Log($"--------------------- BubbleBombAgent Id: {id}, AttackCount:{config.AttackCount} ---------------------");
                    if (config.AttackCount >= config.NeedAttackCount)
                        AgentDead(config);