| | |
| | | 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 |
| | |
| | | public virtual void FireProjectile() |
| | | { |
| | | m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); |
| | | GameObject go = damagerProjectile.gameObject; |
| | | GameObject go = projectile; |
| | | |
| | | if (m_TrackingEnemy == null || fillBulletTime > 0) return; |
| | | |
| | |
| | | //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; |