Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -601,8 +601,9 @@ fillBulletTime = 0.1f; //这里需要替换特效 var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP); go = poolable.gameObject; // var poolable = Core.Utilities.Poolable.TryGetPoolable<Core.Utilities.Poolable>(woodProjectile_SP); // go = poolable.gameObject; go = Instantiate(woodProjectile_SP); Damager tmpDamager = go.GetComponent<Damager>(); tmpDamager.damageMulti = 10.0f; tmpDamager.damage = damagerProjectile.damage; Assets/Scripts/TowerDefense/Towers/Projectiles/ContactDestroyer.cs
@@ -51,7 +51,8 @@ { Agent ag = other.gameObject.GetComponent<Agent>(); if (ag != null) ReturnToPool(); Destroy(gameObject); // ReturnToPool(); return; // if ((other.name == "BoxAgent(Clone)") || (other.name == "Hoverbuggy(Clone)") // || (other.name == "HoverbuggyElite(Clone)")) Assets/Scripts/TowerDefense/Towers/TowerLaunchers/Launcher.cs
@@ -71,21 +71,22 @@ /// <param name="firingPoints"></param> public virtual void Launch(Targetable enemy, GameObject attack, Transform[] firingPoints) { var poolable = Poolable.TryGetPoolable<Poolable>(attack); if (poolable == null) { return; } // var poolable = Poolable.TryGetPoolable<Poolable>(attack); // if (poolable == null) // { // return; // } GameObject obj = Instantiate(attack); // 此处设置局内升级数据对应的攻击数据: Damager tm = poolable.gameObject.GetComponent<Damager>(); Damager tm = obj.GetComponent<Damager>(); if (tm) { tm.IsEnhancedBullet = attack.GetComponent<Damager>().IsEnhancedBullet; Damager srctm = attack.GetComponent<Damager>(); tm.inSceneUpGradeDamage = srctm.inSceneUpGradeDamage; tm.doubleHit = srctm.doubleHit; BallisticAttack ballisticAttack = poolable.gameObject.GetComponent<BallisticAttack>(); BallisticAttack ballisticAttack = obj.GetComponent<BallisticAttack>(); ballisticAttack.TowerPtr = attack.GetComponent<Damager>().TowerPtr; // 最后一颗子弹的多倍伤害. @@ -93,7 +94,7 @@ srctm.damageMulti = 1.0f; } // WORK START: 从 Pool 内获取数据的时候,就把原来的数据清除掉了. Launch(enemy, poolable.gameObject, firingPoints[0]); //GetRandomTransform(firingPoints)); Launch(enemy, obj, firingPoints[0]); //GetRandomTransform(firingPoints)); } /// <summary> Assets/Scripts/TowerDefense/UI/EndlessUIStart.cs
@@ -649,11 +649,11 @@ { startTime += Time.deltaTime; if (!isUpgradeTowerLevel && startTime >= JsonDataCenter.DOUBLE_GEM_TIME) { EndlessRandomTower.instance.UpdateDescDisplay(); isUpgradeTowerLevel = true; } // if (!isUpgradeTowerLevel && startTime >= JsonDataCenter.DOUBLE_GEM_TIME) // { // EndlessRandomTower.instance.UpdateDescDisplay(); // isUpgradeTowerLevel = true; // } timeTextNew.text = ConvertTime((float)Math.Ceiling(startTime)); } Assets/Scripts/TowerDefense/UI/HUD/EndlessGameUI.cs
@@ -813,6 +813,7 @@ } } UpdateMinLevelArr(); EndlessRandomTower.instance.UpdateDescDisplay(); } /// <summary> Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs
@@ -86,11 +86,7 @@ public void UpdateDescDisplay() { int minLevel = 0; if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); int minLevel = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); NormalDesc.text = $"购买{minLevel + 1}级宝石"; } @@ -356,16 +352,8 @@ if (gameUI.isBuilding) gameUI.CancelGhostPlacement(); if (EndlessUIStart.instance.GameStartTime >= JsonDataCenter.DOUBLE_GEM_TIME) { if (level == -1) level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); } else { if (level == -1) level = 0; } if (level == -1) level = Mathf.Min(EndlessGameUI.instance.MinLevel, 1); return gameUI.RandomPlaceTower(tower, posx, posy, level, cost, false, isFirstAppear); }