liuzhiwei
2020-12-15 3983dbac54ff01ea28b220ec94a63e7a8d6a8054
Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -579,27 +579,6 @@
        return;
    }
    protected void releaseAllCenterAgent()
    {
        int cnt = this.agentInsList.Count;
        for (int ti = cnt - 1; ti >= 0; ti--)
        {
            if (agentInsList[ti].bBoss)
                continue;
            agentInsList[ti].Remove();
        }
        cnt = this.oppoAgentInsList.Count;
        for (int ti = cnt - 1; ti >= 0; ti--)
        {
            if (oppoAgentInsList[ti].bBoss)
                continue;
            oppoAgentInsList[ti].Remove();
        }
    }
    /// <summary>
    /// 获取WaveManager相关的中心点
    /// </summary>
@@ -609,7 +588,6 @@
        Vector3 cpos = Vector3.zero;
        return cpos;
    }
    protected void updateOpponentAgent()
    {
@@ -738,10 +716,10 @@
                    eag.TakeDamage(damage, fpos, null);
                    if (!eag.opponentAgent)
                    {
                        if (GameUI.instanceExists)
                            GameUI.instance.generateBloodText(fpos, damage, false, false);
                        else if (EndlessGameUI.instanceExists)
                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                        // if (GameUI.instanceExists)
                        //     GameUI.instance.generateBloodText(fpos, damage);
                        // else if (EndlessGameUI.instanceExists)
                        //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                    }
                    if (!isDeath && eag.isDead)
@@ -809,10 +787,10 @@
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage, false, false);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                    // if (GameUI.instanceExists)
                    //     GameUI.instance.generateBloodText(fpos, damage);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
@@ -889,10 +867,10 @@
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage, false, false);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                    // if (GameUI.instanceExists)
                    //     GameUI.instance.generateBloodText(fpos, damage);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
@@ -940,7 +918,7 @@
            {
                tower = EndlessGameUI.instance.FindTowerWithGridIdx(i, j);
                if (!tower || !tower.gameObject.activeInHierarchy || tower.attributeId != 109) continue;
                if (!tower || !tower.gameObject.activeInHierarchy || tower.ElfId != 301) continue;
                if (tower.IsWoodCharge)
                {
@@ -983,28 +961,27 @@
            Agent eag = listAg[ti];
            if (eag == ag) continue;
            Vector3 fpos = eag.transform.position;
            tpos.y = 0;
            fpos.y = 0;
            if (Vector3.Distance(tpos, fpos) > 12) continue;
            if (eag.AgentType == SpawnAgentType.BubbleBomb)
            {
                EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBossSkillBubbleBombGetHit, (eag as BubbleBombAgent).Id);
            }
            else
            {
                Vector3 fpos = eag.transform.position;
                tpos.y = 0;
                fpos.y = 0;
                if (Vector3.Distance(tpos, fpos) < 12)
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                {
                    eag.TakeDamage(damage, fpos, null);
                    if (!eag.opponentAgent)
                    {
                        if (GameUI.instanceExists)
                            GameUI.instance.generateBloodText(fpos, damage, false, false);
                        else if (EndlessGameUI.instanceExists)
                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                    }
                    if (eag.isDead)
                        ++deathCount;
                    // if (GameUI.instanceExists)
                    //     GameUI.instance.generateBloodText(fpos, damage);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                if (eag.isDead)
                    ++deathCount;
            }
        }
@@ -1070,13 +1047,13 @@
            Damager damager = ag.GetComponent<Damager>();
            ag.TakeDamage(chainAttackHurt, ag.position, alignment);
            // 处理飘字效果:
            if ((ag.liveID == tid) && (!ag.opponentAgent))
            {
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
                else if (EndlessGameUI.instanceExists)
                    EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
            }
            // if ((ag.liveID == tid) && (!ag.opponentAgent))
            // {
            //     if (GameUI.instanceExists)
            //         GameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            //     else if (EndlessGameUI.instanceExists)
            //         EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            // }
        }
        listBlood.Clear();