| | |
| | | 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> |
| | |
| | | Vector3 cpos = Vector3.zero; |
| | | return cpos; |
| | | } |
| | | |
| | | |
| | | protected void updateOpponentAgent() |
| | | { |
| | |
| | | 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) |
| | |
| | | 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(); |
| | |
| | | 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(); |
| | |
| | | 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; |
| | |
| | | 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(); |