| | |
| | | public static float ChargeTime { get; private set; } = 10f; |
| | | |
| | | /// <summary> |
| | | /// 技能持续时间 |
| | | /// 伤害时间 |
| | | /// </summary> |
| | | public static float EffectTime { get; private set; } = 1f; |
| | | public float EffectTime { get; private set; } = 2f; |
| | | |
| | | /// <summary> |
| | | /// 伤害结算次数 |
| | | /// </summary> |
| | | /// <value></value> |
| | | public int DamageCount { get; private set; } = 6; |
| | | |
| | | /// <summary> |
| | | /// 整个技能时间 |
| | | /// </summary> |
| | | public float SkillTime { get; private set; } = 2.5f; |
| | | |
| | | /// <summary> |
| | | /// 当前的充能进度 |
| | |
| | | agentList.Add(list[i]); |
| | | } |
| | | |
| | | PlayFreezeEffect(waveLineId); |
| | | |
| | | while (agentList.Count > 0) |
| | | { |
| | | Agent agent = agentList[0]; |
| | |
| | | |
| | | if (agent.isDead) continue; |
| | | |
| | | agent.addSpeedSlowRate(0.25f); |
| | | if (agent.AgentType == SpawnAgentType.Normal) |
| | | { |
| | | agent.addSpeedSlowRate(0.15f); |
| | | agent.PlayOnHitImmediately(); |
| | | EndlessGameUI.instance.generateBloodText(agent.position, damage); |
| | | agent.TakeDamage(damage, agent.position, alignmentProvider); |
| | | } |
| | | else if (agent.AgentType == SpawnAgentType.BubbleBomb) |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.EndlessBossSkillBubbleBombGetHit, (agent as BubbleBombAgent).Id); |
| | | } |
| | | } |
| | | |
| | | private void PlayFreezeEffect(int waveLineId) |
| | | public void PlayFreezeEffect(int waveLineId) |
| | | { |
| | | WaveLineAgentInsMgr[] agentInsMgrs = AgentInsManager.instance.GetWaveLineList(); |
| | | WaveLineAgentInsMgr waveLineAgentInsMgr = agentInsMgrs[waveLineId]; |
| | | List<Agent> list = waveLineAgentInsMgr.listAgent; |
| | | |
| | | if (list.Count == 0) return; |
| | | |
| | | GameObject obj = Poolable.TryGetPoolable(FreezeJet); |
| | | ParticleSystem ps = obj.GetComponent<ParticleSystem>(); |
| | | |