Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs
@@ -3,7 +3,6 @@
using TowerDefense.Agents;
using TowerDefense.UI.HUD;
using UnityEngine;
using TowerDefense.Level;
using System.Collections.Generic;
using KTGMGemClient;
@@ -33,27 +32,28 @@
        public float attackRise { get; set; }
        /// <summary>
        /// 基础增加暴击伤害率
        /// </summary>
        private float baseCritDamageRate = 0.5f;
        public Tower TowerPtr;
        /// <summary>
        /// 处理代理收到的伤害,这里需要判断代理的类型分别去处理
        /// </summary>
        /// <param name="enemy"></param>
        /// <param name="attributeId">子弹的属性id</param>
        public void DealDamage(Targetable enemy, int attributeId = -1)
        public void DealDamage(Targetable enemy, int attributeId = -1, bool isEnhancedBullet = false)
        {
            switch ((enemy as Agent).AgentType)
            {
                case SpawnAgentType.Normal:
                    //Debug.Log($"受到普通塔伤害 attributeId:{attributeId}");
                    HandleNormal(enemy);
                    (enemy as Agent).PlayGetHitParticle(attributeId);
                    HandleNormal(enemy, isEnhancedBullet);
                    break;
                case SpawnAgentType.BubbleBomb:
                    Debug.Log($"泡泡炸弹 attributeId:{attributeId}");
                    HandleBubbleBomb(enemy);
                    break;
                case SpawnAgentType.WoodPile:
                    Debug.Log($"受到木桩墙壁伤害 attributeId:{attributeId}");
                    HandleWoodPile(enemy, attributeId);
                    break;
            }
@@ -89,32 +89,46 @@
        }
        /// <summary>
        /// 判断本次伤害是否暴击
        /// </summary>
        /// <returns></returns>
        private bool IsCrit()
        {
            CritProbabilityAdd critProbabilityAdd = (CritProbabilityAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.CritProbabilityAdd);
            if (critProbabilityAdd == null) return false;
            float crit = critProbabilityAdd.GetCrit(TowerPtr.attributeId);
            float random = UnityEngine.Random.Range(0, 1f);
            return random <= crit;
        }
        /// <summary>
        /// 获取暴击伤害增加比率
        /// </summary>
        /// <returns></returns>
        private float GetCritDamageRate()
        {
            CritDamageAdd critDamageAdd = (CritDamageAdd)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.CritDamageAdd);
            return critDamageAdd == null ? 0 : critDamageAdd.GetCritDamageRate(TowerPtr.attributeId);
        }
        /// <summary>
        /// 处理普通小怪和boss收到的伤害
        /// </summary>
        /// <param name="enemy"></param>
        private void HandleNormal(Targetable enemy)
        private void HandleNormal(Targetable enemy, bool isEnhancedBullet)
        {
            float finalDamage = damager.finalDamage;
            // bool crit = damager.isCrit;
            bool crit = false;
            // if (crit)
            //     finalDamage += finalDamage;
            // 精英怪和Boss双倍攻击.
            bool doubleHit = false;
            // bool doubleHit = damager.doubleHit && enemy.bElit;
            // if (doubleHit)
            //     finalDamage *= 2;
            // 处理光塔对应的攻击增加:
            if (attackRise > 0)
                finalDamage += (finalDamage * attackRise);
            // 破甲状态
            if (enemy.bShieldBreak)
                finalDamage += (finalDamage * 0.1f);
            bool crit = IsCrit();
            // 处理PVE无尽模式,buff增加的伤害
            finalDamage += ProcessEndlessBuffAttack(finalDamage);
            if (crit)
                finalDamage *= 1 + baseCritDamageRate + GetCritDamageRate();
            int deathCount = 0;
@@ -142,14 +156,20 @@
            if (!enemy.opponentAgent)
            {
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(backPos, finalDamage, crit, doubleHit);
                    GameUI.instance.generateBloodText(backPos, finalDamage, crit);
                else if (EndlessGameUI.instanceExists)
                    EndlessGameUI.instance.generateBloodText(backPos, finalDamage, crit, doubleHit);
                    EndlessGameUI.instance.generateBloodText(backPos, finalDamage, crit);
            }
            // 播放受击动画:
            if ((!enemy.isDead) && (enemy.liveID == tid))
            if (!enemy.isDead && enemy.liveID == tid)
            {
                (enemy as Agent).PlayOnHit();
                // 如果是玉米强化子弹的攻击,要处理击退的效果
                if (TowerPtr != null && isEnhancedBullet)
                    (enemy as Agent).AgentBeRepelled();
            }
        }
        /// <summary>
@@ -161,7 +181,7 @@
            // 非无尽模式
            if (!EndlessBuffManager.instanceExists) return 0;
            List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.Attack, attributeId);
            List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, attributeId);
            if (list.Count == 0) return 0;
@@ -188,12 +208,13 @@
            switch (id)
            {
                case 2:  // 减速.
                    enemy.addSpeedSlowRate(0.25f);
                    SlowDown slowDown = (SlowDown)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.SlowDown);
                    enemy.addSpeedSlowRate(0.15f + (slowDown != null ? slowDown.GetSlowDownAdd(TowerPtr.attributeId) : 0));
                    enemy.SetTargetableMatColor(Color.blue);
                    break;
                case 3:  // 中毒
                    enemy.poisonAgent(damage, attid);
                    enemy.SetTargetableMatColor(Color.green);
                    // enemy.poisonAgent(damage, attid);
                    // enemy.SetTargetableMatColor(Color.green);
                    break;
                case 5:  // 破甲
                    enemy.bShieldBreak = true;