| | |
| | | /// <summary> |
| | | /// 木属性精灵蓄力特效 |
| | | /// </summary> |
| | | public GameObject WoodChargeEffect; |
| | | |
| | | private GameObject woodChargeEffect; |
| | | public ParticleSystem WoodChargeEffect; |
| | | |
| | | public Transform WoodChargeTransform; |
| | | |
| | |
| | | woodChargeEffectTime -= Time.deltaTime; |
| | | UpdateWoodAim(); |
| | | |
| | | if (woodChargeEffectTime <= 0 && woodChargeEffect != null) |
| | | if (woodChargeEffectTime <= 0) |
| | | { |
| | | towerPtr.IsWoodCharge = false; |
| | | CancelWoodAim(); |
| | | Destroy(woodChargeEffect); |
| | | woodChargeEffect = null; |
| | | WoodChargeEffect.Stop(); |
| | | } |
| | | } |
| | | |
| | |
| | | private void UpdateWoodAim() |
| | | { |
| | | // 离得最近的 Agent |
| | | Agent agent = GetMinDistanceAgent(); |
| | | Agent agent = AgentInsManager.instance.GetMinDisAgent(waveLineID, false); |
| | | |
| | | if (agent != null) |
| | | { |
| | |
| | | ++agent.WoodAimCount; |
| | | } |
| | | } |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 获取距离终点最近的Agent |
| | | /// </summary> |
| | | /// <returns></returns> |
| | | private Agent GetMinDistanceAgent() |
| | | { |
| | | Agent ret = null; |
| | | float minDistance = -1f; |
| | | |
| | | WaveLineAgentInsMgr[] waveLineAgentIns = AgentInsManager.instance.GetWaveLineList(); |
| | | WaveLineAgentInsMgr waveLineAgentInsMgr = waveLineAgentIns[waveLineID]; |
| | | List<Agent> agents = waveLineAgentInsMgr.listAgent; |
| | | Vector3 endPos = EndlessLevelManager.instance.GetHomeBasePosition(waveLineID + 1); |
| | | |
| | | for (int i = 0; i < agents.Count; ++i) |
| | | { |
| | | float distance = Mathf.Abs(agents[i].transform.position.z - endPos.z); |
| | | |
| | | if (minDistance < 0 || distance < minDistance) |
| | | { |
| | | minDistance = distance; |
| | | ret = agents[i]; |
| | | } |
| | | } |
| | | |
| | | return ret; |
| | | } |
| | | |
| | | /// <summary> |
| | |
| | | { |
| | | fireState = true; |
| | | fInEnergy = finalFireSpeed; |
| | | myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 |
| | | // 设置多倍攻击速度 |
| | | fBackupTimer = m_FireTimer; |
| | | m_FireTimer = m_FireTimer / finalFireSpeed; |
| | |
| | | fInEnergy -= Time.deltaTime; |
| | | if (fInEnergy <= 0) |
| | | { |
| | | myTower.SetFireMatSpeed(false);//恢复了火宝石攻击速度 |
| | | |
| | | fireState = false; |
| | | EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd); |
| | | fInEnergy = 0.0f; |
| | |
| | | { |
| | | if (fireState) |
| | | { |
| | | myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 |
| | | |
| | | towerPtr.PlayEnergyEffect(true); |
| | | } |
| | | } |
| | |
| | | /// </summary> |
| | | protected virtual void Update() |
| | | { |
| | | if (m_Launcher == null) return; |
| | | if (m_Launcher == null || towerPtr != null && !towerPtr.CanAttack) return; |
| | | |
| | | // 处理当前Affector所在Tower对应的技能 |
| | | updateTowerSkillData(); |
| | |
| | | woodRemainChargeTime = decreaseWoodChargeTime.GetWoodChargeTime(woodChargeTime); |
| | | |
| | | woodChargeEffectTime = woodRemainChargeTime + 0.5f / towerLevel.ActionAnimator.speed; |
| | | woodChargeEffect = Instantiate(WoodChargeEffect); |
| | | woodChargeEffect.transform.SetParent(gameObject.transform); |
| | | woodChargeEffect.transform.SetPositionAndRotation(WoodChargeTransform.position, WoodChargeTransform.rotation); |
| | | ParticleSystem ps = woodChargeEffect.transform.GetChild(0).GetComponent<ParticleSystem>(); |
| | | ps.Play(); |
| | | WoodChargeEffect.Play(); |
| | | } |
| | | } |
| | | else |
| | | { |
| | | if (towerPtr) |
| | | towerPtr.setTowerState(true); |
| | | } |
| | | |
| | | if (isMultiAttack) |
| | |
| | | AudioSourceManager.Ins.Play(audioEnum); |
| | | } |
| | | } |
| | | if (randomAudioSource != null) |
| | | { |
| | | if (Targetter.bSearchTarget) |
| | | randomAudioSource.PlayRandomClip(); |
| | | } |
| | | // if (randomAudioSource != null) |
| | | // { |
| | | // if (Targetter.bSearchTarget) |
| | | // randomAudioSource.PlayRandomClip(); |
| | | // } |
| | | } |
| | | |
| | | /// <summary> |