chenxin
2020-11-20 424feadd6adf57195da00db43caced2ede6884e9
Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -762,7 +762,7 @@
        for (int ti = listAg.Count - 1; ti >= 0; ti--)
        {
            Agent eag = listAg[ti];
            if (eag.isDead) continue;
            if (eag.AgentType == SpawnAgentType.BubbleBomb)
@@ -786,6 +786,8 @@
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                }
                eag.PlayFireSkillHit();
                if (eag.isDead)
                    ++deathCount;
@@ -863,21 +865,29 @@
        {
            Agent eag = listAg[ti];
            if (eag == ag) continue;
            Vector3 fpos = eag.transform.position;
            tpos.y = 0;
            fpos.y = 0;
            if (Vector3.Distance(tpos, fpos) < 8)
            if (eag.AgentType == SpawnAgentType.BubbleBomb)
            {
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                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) < 8)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage, false, false);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                    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 (eag.isDead)
                    ++deathCount;
            }
        }
@@ -938,6 +948,7 @@
        // 每一个被链式攻击的怪物,飘血.
        foreach (Agent ag in listBlood)
        {
            if (ag.AgentType != SpawnAgentType.Normal) continue;
            int tid = ag.liveID;
            Damager damager = ag.GetComponent<Damager>();
            ag.TakeDamage(chainAttackHurt, ag.position, alignment);