wangguan
2020-12-02 d7d30d2e665aa451f8bd3ea3c8b15391b765ccc3
Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -579,27 +579,6 @@
        return;
    }
    protected void releaseAllCenterAgent()
    {
        int cnt = this.agentInsList.Count;
        for (int ti = cnt - 1; ti >= 0; ti--)
        {
            if (agentInsList[ti].bBoss)
                continue;
            agentInsList[ti].Remove();
        }
        cnt = this.oppoAgentInsList.Count;
        for (int ti = cnt - 1; ti >= 0; ti--)
        {
            if (oppoAgentInsList[ti].bBoss)
                continue;
            oppoAgentInsList[ti].Remove();
        }
    }
    /// <summary>
    /// 获取WaveManager相关的中心点
    /// </summary>
@@ -609,7 +588,6 @@
        Vector3 cpos = Vector3.zero;
        return cpos;
    }
    protected void updateOpponentAgent()
    {
@@ -739,9 +717,9 @@
                    if (!eag.opponentAgent)
                    {
                        if (GameUI.instanceExists)
                            GameUI.instance.generateBloodText(fpos, damage, false, false);
                            GameUI.instance.generateBloodText(fpos, damage);
                        else if (EndlessGameUI.instanceExists)
                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                            EndlessGameUI.instance.generateBloodText(fpos, damage);
                    }
                    if (!isDeath && eag.isDead)
@@ -810,9 +788,9 @@
                if (!eag.opponentAgent)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage, false, false);
                        GameUI.instance.generateBloodText(fpos, damage);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                        EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
@@ -890,9 +868,9 @@
                if (!eag.opponentAgent)
                {
                    if (GameUI.instanceExists)
                        GameUI.instance.generateBloodText(fpos, damage, false, false);
                        GameUI.instance.generateBloodText(fpos, damage);
                    else if (EndlessGameUI.instanceExists)
                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                        EndlessGameUI.instance.generateBloodText(fpos, damage);
                }
                eag.PlayFireSkillHit();
@@ -940,7 +918,7 @@
            {
                tower = EndlessGameUI.instance.FindTowerWithGridIdx(i, j);
                if (!tower || !tower.gameObject.activeInHierarchy || tower.attributeId != 109) continue;
                if (!tower || !tower.gameObject.activeInHierarchy || tower.ElfId != 301) continue;
                if (tower.IsWoodCharge)
                {
@@ -998,9 +976,9 @@
                    if (!eag.opponentAgent)
                    {
                        if (GameUI.instanceExists)
                            GameUI.instance.generateBloodText(fpos, damage, false, false);
                            GameUI.instance.generateBloodText(fpos, damage);
                        else if (EndlessGameUI.instanceExists)
                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
                            EndlessGameUI.instance.generateBloodText(fpos, damage);
                    }
                    if (eag.isDead)
                        ++deathCount;
@@ -1073,9 +1051,9 @@
            if ((ag.liveID == tid) && (!ag.opponentAgent))
            {
                if (GameUI.instanceExists)
                    GameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
                    GameUI.instance.generateBloodText(ag.position, chainAttackHurt);
                else if (EndlessGameUI.instanceExists)
                    EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
                    EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt);
            }
        }
        listBlood.Clear();