chenxin
2020-12-02 cc7ed63c3efab2640c9cc56225519ab187fd7cbc
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -31,9 +31,6 @@
        /// 木塔最后一击是特殊攻击,需要替换projectile
        /// </summary>
        public GameObject woodProjectile_SP;
        //
        protected GameObject projectile1;
        protected GameObject projectile2;
        /// <summary>
        /// The list of points to launch the projectiles from
@@ -46,25 +43,9 @@
        public Transform epicenter;
        /// <summary>
        /// Configuration for when the tower does splash damage
        /// </summary>
        public bool isMultiAttack;
        /// <summary>
        /// 如果是多目标攻击,最多攻击目标
        /// </summary>
        public int maxAttackNum = 1;
        /// <summary>
        /// The fire rate in fires-per-second
        /// </summary>
        [SerializeField]
        private float projectileFireRate = 1;
        public float FireRate
        {
            get { return 1 / GetFireDuration(); }
        }
        /// <summary>
        /// 是否木属性数据
@@ -182,7 +163,7 @@
                float rateAdd = 0;
                if (fireRateAdd != null)
                    rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.attributeId);
                    rateAdd = fireRateAdd.GetFireSpeedAdd(towerPtr.ElfId);
                return rateAdd > 1 ? rateAdd : fireSpeed;
            }
        }
@@ -301,17 +282,6 @@
        public Damager damagerProjectile2
        {
            get { return projectile == null ? null : projectile.GetComponent<Damager>(); }
        }
        /// <summary>
        /// Returns the total projectile damage
        /// </summary>
        public float GetProjectileDamage()
        {
            var splash = projectile.GetComponent<SplashDamager>();
            float splashDamage = splash != null ? splash.damage : 0;
            return damagerProjectile.finalDamage + splashDamage;
        }
        /// <summary>
@@ -483,7 +453,7 @@
                Damager damager = projectile.gameObject.GetComponent<Damager>();
                float finalDamage = damager.damage;
                List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, towerPtr.attributeId);
                List<EndlessBuffConfig> list = EndlessBuffManager.instance.GetBuffListByEffectType(EndlessBuffEffectType.AttackAdd, towerPtr.ElfId);
                float ratio = 0;
                float add = 0;
@@ -573,16 +543,6 @@
        }
        /// <summary>
        /// 获取子弹发射时间间隔
        /// </summary>
        public float GetFireDuration()
        {
            DecreaseTowerAttackCD endlessBuff = (DecreaseTowerAttackCD)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.DecreaseTowerAttackCD);
            return endlessBuff != null ? endlessBuff.GetDecreaseCD(towerPtr.attributeId, 1 / projectileFireRate) : 1 / projectileFireRate;
        }
        /// <summary>
        /// Update the timers
        /// </summary>
        protected virtual void Update()
@@ -597,7 +557,7 @@
            if (m_TrackingEnemy != null && m_FireTimer < 0)
            {
                m_FireTimer = GetFireDuration();
                m_FireTimer = towerLevel.GetFireRate();
                if (fInEnergy > 0)
                    m_FireTimer /= finalFireSpeed;
@@ -628,15 +588,14 @@
        /// </summary>
        public virtual void FireProjectile()
        {
            // 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);
            GameObject go = damagerProjectile.gameObject;
            if (m_TrackingEnemy == null || fillBulletTime > 0) return;
            go.GetComponent<Damager>().IsEnhancedBullet = false;
            Damager goDamager = go.GetComponent<Damager>();
            goDamager.IsEnhancedBullet = false;
            goDamager.TowerPtr = towerPtr;
            // 处理子弹充能相关的内容
            if (towerPtr && towerPtr.bulletCtl != null)
@@ -658,6 +617,7 @@
                    tmpDamager.damageMulti = 10.0f;
                    tmpDamager.damage = damagerProjectile.damage;
                    tmpDamager.IsEnhancedBullet = true;
                    tmpDamager.TowerPtr = towerPtr;
                }
                // 下一颗子弹是强化子弹,然后直接蓄力
@@ -675,26 +635,12 @@
                }
            }
            if (isMultiAttack)
            if (Targetter.bSearchTarget)
            {
                List<Targetable> enemies = towerTargetter.GetAllTargets();
                if ((enemies != null) && (Targetter.bSearchTarget))
                    m_Launcher.Launch(enemies, projectile, projectilePoints, maxAttackNum);
                m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints);
                if (AudioSourceManager.Ins)
                    AudioSourceManager.Ins.Play(audioEnum);
            }
            else
            {
                if (Targetter.bSearchTarget)
                {
                    m_Launcher.Launch(m_TrackingEnemy, go, projectilePoints);
                    if (AudioSourceManager.Ins)
                        AudioSourceManager.Ins.Play(audioEnum);
                }
            }
            // if (randomAudioSource != null)
            // {
            //     if (Targetter.bSearchTarget)
            //         randomAudioSource.PlayRandomClip();
            // }
        }
        /// <summary>