River Jiang
2020-10-22 6b3cb63ae5d3f3c4b196a236b08fc3a4e8dfd5c6
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -101,11 +101,17 @@
      /// </summary>
      protected Targetable m_TrackingEnemy;
      /// <summary>
      /// 处理装弹时间.
      /// </summary>
      protected float fillBulletTime = 0.0f;
        /// <summary>
        /// 充能时间
        /// </summary>
        protected float energyCalTime = 0;
      protected float fInEnergy = 0;
      protected float fBackupTimer = 0.0f;
      /// <summary>
      /// Gets the search rate from the targetter
@@ -224,10 +230,8 @@
         m_Launcher = GetComponent<ILauncher>();
      }
      /// <summary>
      /// Update the timers
      /// </summary>
      protected virtual void Update()
      protected void updateTowerSkillData()
      {
         // 
         // 预留出来装填子弹的时间.
@@ -246,6 +250,50 @@
            }         
         }
         //
         // 充能时间的处理
         if( towerPtr && towerPtr.energyCtl)
            {
            if( this.fInEnergy <= 0)
                {
               this.energyCalTime += Time.deltaTime;
               float process = energyCalTime % 11.0f;
               int proint = (int)Math.Floor(process);
               towerPtr.energyCtl.SetEnergyProgress(proint);
               if (proint == 10)
               {
                  fInEnergy = 5.0f;
                  // 设置多倍攻击速度
                  fBackupTimer = m_FireTimer;
                  m_FireTimer = m_FireTimer / 3.0f;
               }
                }
                else
                {
               fInEnergy -= Time.deltaTime;
               if( fInEnergy <= 0)
                    {
                  fInEnergy = 0.0f;
                  this.energyCalTime = 0.0f;
                  towerPtr.energyCtl.SetEnergyProgress(0);
                  // 恢复正常攻击速度
                  m_FireTimer = fBackupTimer;
               }
            }
         }
      }
      /// <summary>
      /// Update the timers
      /// </summary>
      protected virtual void Update()
      {
         // 处理当前Affector所在Tower对应的技能
         updateTowerSkillData();
         m_FireTimer -= Time.deltaTime;
         if( trackingEnemy == null )
            m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector);
@@ -253,6 +301,10 @@
         {
            OnFireTimer();
            m_FireTimer = 1 / fireRate;
            // 多倍攻速:
            if (fInEnergy > 0.0f)
               m_FireTimer = m_FireTimer / 3.0f;
         }
      }
@@ -277,7 +329,6 @@
      /// </summary>
      protected virtual void FireProjectile()
      {
         // WORK START: 确保获取
         // 不再处理多子弹攻击,确保只有一个弹道
         isMultiAttack = false; 
         m_TrackingEnemy = targetter.GetTarget( waveLineID, bWoodAffector );