wangguan
2020-12-12 938aa4da26e0109e16ded70d13a43c187498b901
Assets/Scripts/TowerDefense/Towers/TowerLaunchers/Launcher.cs
@@ -71,21 +71,22 @@
        /// <param name="firingPoints"></param>
        public virtual void Launch(Targetable enemy, GameObject attack, Transform[] firingPoints)
        {
            var poolable = Poolable.TryGetPoolable<Poolable>(attack);
            if (poolable == null)
            {
                return;
            }
            // var poolable = Poolable.TryGetPoolable<Poolable>(attack);
            // if (poolable == null)
            // {
            //     return;
            // }
            GameObject obj = Instantiate(attack);
            // 此处设置局内升级数据对应的攻击数据:
            Damager tm = poolable.gameObject.GetComponent<Damager>();
            Damager tm = obj.GetComponent<Damager>();
            if (tm)
            {
                tm.IsEnhancedBullet = attack.GetComponent<Damager>().IsEnhancedBullet;
                Damager srctm = attack.GetComponent<Damager>();
                tm.inSceneUpGradeDamage = srctm.inSceneUpGradeDamage;
                tm.doubleHit = srctm.doubleHit;
                BallisticAttack ballisticAttack = poolable.gameObject.GetComponent<BallisticAttack>();
                BallisticAttack ballisticAttack = obj.GetComponent<BallisticAttack>();
                ballisticAttack.TowerPtr = attack.GetComponent<Damager>().TowerPtr;
                // 最后一颗子弹的多倍伤害.
@@ -93,7 +94,7 @@
                srctm.damageMulti = 1.0f;
            }
            // WORK START: 从  Pool 内获取数据的时候,就把原来的数据清除掉了.
            Launch(enemy, poolable.gameObject, firingPoints[0]); //GetRandomTransform(firingPoints));
            Launch(enemy, obj, firingPoints[0]); //GetRandomTransform(firingPoints));
        }
        /// <summary>