wangguan
2020-12-11 d4eadbf1bac0dba434d4c35e60e643143e770faa
Assets/Scripts/TowerDefense/Towers/TowerLaunchers/Launcher.cs
@@ -2,6 +2,7 @@
using ActionGameFramework.Health;
using Core.Utilities;
using UnityEngine;
using TowerDefense.Towers.Projectiles;
namespace TowerDefense.Towers.TowerLaunchers
{
@@ -32,6 +33,7 @@
            int currentFiringPointIndex = 0;
            int firingPointLength = firingPoints.Length;
            count = count > maxAttack ? maxAttack : count;
            for (int i = 0; i < count; i++)
            {
                Targetable enemy = enemies[i];
@@ -75,20 +77,20 @@
                return;
            }
            //
            // 此处设置局内升级数据对应的攻击数据:
            Damager tm = poolable.gameObject.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.TowerPtr = attack.GetComponent<Damager>().TowerPtr;
                //
                // 最后一颗子弹的多倍伤害.
                tm.damageMulti = srctm.damageMulti;
                srctm.damageMulti = 1.0f;
                //Debug.Log("源始局内升级数据是:" + srctm.inSceneUpGradeDamage);
            }
            // 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));