| | |
| | | |
| | | for (int i = 0; i < tunelIdList.Count; ++i) |
| | | { |
| | | float enemiesTotalHP = EndlessPortData.GetWaveEnemiesHP(EndlessLevelManager.instance.CurrentLevel, EndlessLevelManager.instance.WaveManager.CurrentWaveIndex, tunelIdList[i]); |
| | | |
| | | if (enemiesTotalHP <= 0.0001f) continue; |
| | | |
| | | GameObject obj = Poolable.TryGetPoolable(prefab); |
| | | WoodPileAgent agent = obj.GetComponent<WoodPileAgent>(); |
| | | |
| | |
| | | obj.transform.position = spawnPosition; |
| | | agent.Initialize(); |
| | | |
| | | float enemiesTotalHP = EndlessPortData.GetWaveEnemiesHP(EndlessLevelManager.instance.CurrentLevel, EndlessLevelManager.instance.WaveManager.CurrentWaveIndex, tunelIdList[i]); |
| | | // 当前波次怪物 * 倍数 |
| | | float hp = enemiesTotalHP * SkillData.effect[0]; |
| | | agent.SetAgentData(hp, 0, 0); |