| | |
| | | /// <returns>Agent</returns> |
| | | protected virtual void SpawnAgent() |
| | | { |
| | | int index = GetIndexByResId(waveData.EnemyData.resource); |
| | | endless_enemy enemyData = waveData.EnemyDataList[waveData.Config.enemy_id > 0 ? 0 : spawnedEnemies]; |
| | | |
| | | int index = GetIndexByResId(enemyData.resource); |
| | | |
| | | // 木属性小怪需要同时生成两个,先这么写吧(WTF) |
| | | bool isDouble = waveData.EnemyData.resource == 103; |
| | | bool isDouble = enemyData.resource == 103; |
| | | |
| | | Poolable agentPoolable = Poolable.TryGetPoolable<Poolable>(AgentConfigurationList[index].agentPrefab.gameObject); |
| | | Agent newAgent = agentPoolable.GetComponent<Agent>(); |
| | | newAgent.EnemyData = enemyData; |
| | | newAgent.transform.position = StartingNode.transform.position; |
| | | |
| | | if (isDouble) |
| | |
| | | newAgent.Initialize(); |
| | | |
| | | // 最终血量 = 基础血量 * 血量增幅,速度和金币都是一个公式 |
| | | float hp = waveData.Config.b_hp * waveData.EnemyData.hp_rate; |
| | | float speed = waveData.Config.b_speed * waveData.EnemyData.speed_rate; |
| | | int gold = waveData.Config.b_coin * waveData.EnemyData.coin_rate; |
| | | float hp = waveData.Config.b_hp * enemyData.hp_rate; |
| | | float speed = waveData.Config.b_speed * enemyData.speed_rate; |
| | | int gold = waveData.Config.b_coin * enemyData.coin_rate; |
| | | |
| | | newAgent.SetAgentData(hp, speed, gold); |
| | | // todo 这里先填1级后面需要修改 |
| | |
| | | { |
| | | Poolable agentPoolable2 = Poolable.TryGetPoolable<Poolable>(AgentConfigurationList[index].agentPrefab.gameObject); |
| | | Agent doubleAgent = agentPoolable2.GetComponent<Agent>(); |
| | | doubleAgent.EnemyData = enemyData; |
| | | doubleAgent.transform.position = StartingNode.transform.position; |
| | | |
| | | Vector3 pos = doubleAgent.transform.position; |