| | |
| | | Affector[] m_Affectors; |
| | | |
| | | /// <summary> |
| | | /// TEST CODE: 是否已经缩放. |
| | | /// </summary> |
| | | protected bool bScaleForCombat = false; |
| | | |
| | | /// <summary> |
| | | /// Gets the list of effects attached to the tower |
| | | /// </summary> |
| | | protected Affector[] Affectors |
| | |
| | | foreach (Affector effect in Affectors) |
| | | { |
| | | effect.Initialize(alignment, mask); |
| | | |
| | | effect.towerPtr = tower; |
| | | } |
| | | m_ParentTower = tower; |
| | | } |
| | |
| | | { |
| | | t.GetComponent<MeshRenderer>().material = mat; |
| | | Vector3 scale = t.localScale; |
| | | |
| | | if( !this.bScaleForCombat) |
| | | { |
| | | scale.z *= 1.267f; |
| | | t.localScale = scale; |
| | | Vector3 pos = t.localPosition; |
| | | pos.z -= 0.2f; |
| | | t.localPosition = pos; |
| | | bScaleForCombat = true; |
| | | } |
| | | } |
| | | } |
| | | } |