chenxin
2020-10-27 38136a34de9aa36bf15ec7471abd56e2cba6c26f
Assets/Scripts/TowerDefense/Agents/Agent.cs
@@ -193,6 +193,12 @@
        protected bool bInDeathAct = false;
        /// <summary>
        /// 原地罚站
        /// </summary>
        /// <param name="can"></param>
        public bool CanMove { get; set; } = true;
        /// <summary>
        /// Gets the attached nav mesh agent velocity
        /// </summary>
        public override Vector3 velocity
@@ -314,6 +320,7 @@
            poisonTimes = 0;
            timeToPoisonHurt = 0;
            bShieldBreak = false;
            CanMove = true;
            /*// 如果对应的粒子不为空,则播放
         if( spawnParticle)
@@ -404,7 +411,11 @@
                if (MoveStopEffect)
                    return;
                MoveStopEffect = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab);
                GameObject obj = Instantiate(WaveLineSelMgr.instance.bufStopMovePrefab);
                MoveStopEffect = obj.GetComponent<ParticleSystem>();
                if (MoveStopEffect == null)
                    MoveStopEffect = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
                MoveStopEffect.transform.position = this.position;
                MoveStopEffect.Play();
            }
@@ -417,7 +428,11 @@
                if (MoveStopEffect)
                    return;
                MoveStopEffect = Instantiate(EndlessWaveLineManager.instance.bufStopMovePrefab);
                GameObject obj = Instantiate(EndlessWaveLineManager.instance.bufStopMovePrefab);
                MoveStopEffect = obj.GetComponent<ParticleSystem>();
                if (MoveStopEffect == null)
                    MoveStopEffect = obj.transform.GetChild(0).GetComponent<ParticleSystem>();
                MoveStopEffect.transform.position = this.position;
                MoveStopEffect.Play();
            }
@@ -848,7 +863,7 @@
            this.UpdateAction();
            // 处理死亡状态了,不必再移动:
            if (bInDeathAct) return;
            if (bInDeathAct || !CanMove) return;
            m_Destination = initNode.GetNextNode();
            updateAgentPos(Time.deltaTime);