wangguan
2020-12-22 3c54c3efb141adf11146eff7678e363f1be9cad3
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -302,9 +302,12 @@
        bool fireState = false;
        protected void updateTowerSkillData()
        {
            HandleBullet();
            HandleEnergy();
            HandleFreezeBreath();
            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 301)
                HandleBullet();
            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 101)
                HandleEnergy();
            if (towerLevel != null && towerLevel.ParentTower != null && towerLevel.ParentTower.ElfId == 201)
                HandleFreezeBreath();
        }
        // 处理木精灵装填子弹
@@ -579,7 +582,7 @@
        public virtual void FireProjectile()
        {
            m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
            GameObject go = damagerProjectile.gameObject;
            GameObject go = projectile;
            if (m_TrackingEnemy == null || fillBulletTime > 0) return;
@@ -603,6 +606,7 @@
                    //这里需要替换特效
                    var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP);
                    go = poolable.gameObject;
                    //go = Instantiate(woodProjectile_SP);
                    Damager tmpDamager = go.GetComponent<Damager>();
                    tmpDamager.damageMulti = 10.0f;
                    tmpDamager.damage = damagerProjectile.damage;