wangguan
2020-12-02 6bc45c691891dac88bece3483fb6f3cf2d7a00a4
Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -716,10 +716,10 @@
                    eag.TakeDamage(damage, fpos, null);
                    if (!eag.opponentAgent)
                    {
                        if (GameUI.instanceExists)
                            GameUI.instance.generateBloodText(fpos, damage);
                        else if (EndlessGameUI.instanceExists)
                            EndlessGameUI.instance.generateBloodText(fpos, damage);
                        // if (GameUI.instanceExists)
                        //     GameUI.instance.generateBloodText(fpos, damage);
                        // else if (EndlessGameUI.instanceExists)
                        //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                    }
                    if (!isDeath && eag.isDead)
@@ -787,10 +787,10 @@
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage);
                    // if (GameUI.instanceExists)
                    //     GameUI.instance.generateBloodText(fpos, damage);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
@@ -867,10 +867,10 @@
                eag.TakeDamage(damage, fpos, null);
                if (!eag.opponentAgent)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage);
                    // if (GameUI.instanceExists)
                    //     GameUI.instance.generateBloodText(fpos, damage);
                    // else if (EndlessGameUI.instanceExists)
                    //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
@@ -975,10 +975,10 @@
                    eag.TakeDamage(damage, fpos, null);
                    if (!eag.opponentAgent)
                    {
                        if (GameUI.instanceExists)
                            GameUI.instance.generateBloodText(fpos, damage);
                        else if (EndlessGameUI.instanceExists)
                            EndlessGameUI.instance.generateBloodText(fpos, damage);
                        // if (GameUI.instanceExists)
                        //     GameUI.instance.generateBloodText(fpos, damage);
                        // else if (EndlessGameUI.instanceExists)
                        //     EndlessGameUI.instance.generateBloodText(fpos, damage);
                    }
                    if (eag.isDead)
                        ++deathCount;
@@ -1048,13 +1048,13 @@
            Damager damager = ag.GetComponent<Damager>();
            ag.TakeDamage(chainAttackHurt, ag.position, alignment);
            // 处理飘字效果:
            if ((ag.liveID == tid) && (!ag.opponentAgent))
            {
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(ag.position, chainAttackHurt);
                else if (EndlessGameUI.instanceExists)
                    EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            }
            // if ((ag.liveID == tid) && (!ag.opponentAgent))
            // {
            //     if (GameUI.instanceExists)
            //         GameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            //     else if (EndlessGameUI.instanceExists)
            //         EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            // }
        }
        listBlood.Clear();