River Jiang
2020-10-28 00451158ba904571b1c6c755f34292dc76e25d80
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -8,6 +8,7 @@
using TowerDefense.Towers;
using TowerDefense.Towers.Projectiles;
using UnityEngine;
using KTGMGemClient;
namespace TowerDefense.Affectors
{
@@ -101,12 +102,17 @@
      /// </summary>
      protected Targetable m_TrackingEnemy;
      /// <summary>
      /// 处理装弹时间.
      /// </summary>
      protected float fillBulletTime = 0.0f;
        /// <summary>
        /// 充能时间
        /// </summary>
        protected float energyCalTime = 0;
      protected float fInEnergy = 0;
      protected float fBackupTimer = 0.0f;
      /// <summary>
      /// Gets the search rate from the targetter
      /// </summary>
@@ -224,15 +230,13 @@
         m_Launcher = GetComponent<ILauncher>();
      }
      /// <summary>
      /// Update the timers
      /// </summary>
      protected virtual void Update()
      {
      protected void updateTowerSkillData()
        {
         // 
         // 预留出来装填子弹的时间.
         if( fillBulletTime > 0 )
            {
         if (fillBulletTime > 0)
         {
            fillBulletTime -= Time.deltaTime;
            if (fillBulletTime <= 0.3f)
            {
@@ -241,10 +245,62 @@
            }
            if (fillBulletTime <= 0)
                {
            {
               fillBulletTime = 0;
            }
            }
         }
         //
         // 充能时间的处理
         if( towerPtr && towerPtr.energyCtl)
            {
            if( this.fInEnergy <= 0)
                {
               this.energyCalTime += Time.deltaTime;
               float process = energyCalTime % 11.0f;
               int proint = (int)Math.Floor(process);
               proint += towerPtr.uiProOffset;
               towerPtr.energyCtl.SetEnergyProcessFloat( process );
               if (proint == 10)
               {
                  fInEnergy = 5.0f;
                  // 设置多倍攻击速度
                  fBackupTimer = m_FireTimer;
                  m_FireTimer = m_FireTimer / 3.0f;
                  towerPtr.uiProOffset = 0;
                  towerPtr.PlayEnergyEffect(true);
               }
                }
                else
                {
               fInEnergy -= Time.deltaTime;
               if( fInEnergy <= 0)
                    {
                        EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd);
                  fInEnergy = 0.0f;
                  this.energyCalTime = 0.0f;
                  towerPtr.energyCtl.SetEnergyProgress(0);
                  // 恢复正常攻击速度
                  m_FireTimer = fBackupTimer;
                  towerPtr.PlayEnergyEffect(false);
               }
            }
         }
      }
      /// <summary>
      /// Update the timers
      /// </summary>
      protected virtual void Update()
      {
         // 处理当前Affector所在Tower对应的技能
         updateTowerSkillData();
         m_FireTimer -= Time.deltaTime;
         if( trackingEnemy == null )
@@ -253,6 +309,10 @@
         {
            OnFireTimer();
            m_FireTimer = 1 / fireRate;
            // 多倍攻速:
            if (fInEnergy > 0.0f)
               m_FireTimer = m_FireTimer / 3.0f;
         }
      }
@@ -277,7 +337,6 @@
      /// </summary>
      protected virtual void FireProjectile()
      {
         // WORK START: 确保获取
         // 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 );
@@ -300,8 +359,7 @@
            // 
            if (bnum == 0)
            {
               damagerProjectile.damageMulti = 2.0f;
               Debug.Log("设置DamgeMult 2.0");
               damagerProjectile.damageMulti = 2.0f;
               fillBulletTime = 2.0f;
            }
            }