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| | | 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 / 3.0f; |
| | | m_FireTimer = m_FireTimer / 5.0f; |
| | | |
| | | towerPtr.uiProOffset = 0; |
| | | towerPtr.PlayEnergyEffect(true); |
| | |
| | | /// <summary> |
| | | /// Update the timers |
| | | /// </summary> |
| | | protected virtual void Update() |
| | | protected virtual void LateUpdate() |
| | | { |
| | | if (m_Launcher == null) return; |
| | | |
| | |
| | | updateTowerSkillData(); |
| | | |
| | | m_FireTimer -= Time.deltaTime; |
| | | |
| | | if (trackingEnemy == null) |
| | | m_TrackingEnemy = targetter.GetTarget(waveLineID, bWoodAffector); |
| | | |
| | | if (trackingEnemy != null) |
| | | if (m_TrackingEnemy != null && m_FireTimer < 0) |
| | | { |
| | | // m_FireTimer = 1 / fireRate; |
| | | m_FireTimer = 1 / fireRate; |
| | | |
| | | if (fInEnergy > 0) |
| | | m_FireTimer /= 5; |
| | | |
| | | towerLevel.FireSpeed = fInEnergy > 0 ? 5f : 1f; |
| | | |
| | | if (towerPtr && (towerPtr.bulletCtl != null)) |
| | | { |
| | | m_FireTimer = m_FireTimer / 5f; |
| | | towerLevel.FireSpeed = 5f; |
| | | int bnum = towerPtr.bulletCtl.GetCtlProgress(); |
| | | if (bnum == 0) return; |
| | | } |
| | | else |
| | | towerLevel.FireSpeed = 1f; |
| | | |
| | | towerLevel.ChangeState(TowerActionState.Attack); |
| | | } |
| | |
| | | if (towerPtr && (towerPtr.bulletCtl != null)) |
| | | { |
| | | int bnum = towerPtr.bulletCtl.decBullet(); |
| | | // |
| | | |
| | | if (bnum == 0) |
| | | { |
| | | //damagerProjectile.damageMulti = 10.0f; |
| | |
| | | /// </summary> |
| | | protected float[] actionTimeArr; |
| | | |
| | | public void ChangeState(TowerActionState state) |
| | | { |
| | | if (state == ActionState) return; |
| | | |
| | | ActionState = state; |
| | | |
| | | if (state == TowerActionState.Attack) |
| | | ActionAnimator.speed = attackSpeed * FireSpeed; |
| | | else if (state == TowerActionState.Standing) |
| | | ActionAnimator.speed = 1f; |
| | | |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// Gets the list of effects attached to the tower |
| | | /// </summary> |
| | |
| | | SetAttackState(false); |
| | | } |
| | | |
| | | private void LateUpdate() |
| | | public void LateUpdate() |
| | | { |
| | | if (ActionAnimator.isActiveAndEnabled) |
| | | { |
| | | AnimatorStateInfo stateInfo = ActionAnimator.GetCurrentAnimatorStateInfo(0); |
| | | |
| | | if (ActionState == TowerActionState.Attack && stateInfo.normalizedTime >= 1f) |
| | | if (ActionState == TowerActionState.Attack && stateInfo.normalizedTime >= 0.9f) |
| | | ChangeState(TowerActionState.Standing); |
| | | } |
| | | } |
| | | |
| | | public void ChangeState(TowerActionState state) |
| | | { |
| | | if (ActionState == state) return; |
| | | |
| | | ActionState = state; |
| | | |
| | | if (state == TowerActionState.Attack) |
| | | ActionAnimator.speed = attackSpeed * FireSpeed; |
| | | else if (state == TowerActionState.Standing) |
| | | ActionAnimator.speed = 1f; |
| | | |
| | | ActionAnimator.SetInteger(paramName, (int)state); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 未上阵塔缩放,固定缩放 |
| | | /// </summary> |
| | |
| | | AudioSourceManager.Ins.Play(AudioEnum.UI); |
| | | |
| | | // 还没到技能时间,忽略掉技能宝石 |
| | | Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); |
| | | //Tower newTower = GetRandomTower(false); |
| | | // cx test |
| | | // Tower newTower = GetRandomTower(EndlessUIStart.instance.GameStartTime <= SKILL_TOWER_TIME); |
| | | Tower newTower = GetRandomTower(false); |
| | | |
| | | if (!newTower) |
| | | throw new Exception("未能成功产生Tower"); |
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