Assets/Prefabs/Towers/WoodTower/Effect_Elf_Mu_SpHit.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Prefabs/Towers/WoodTower/Projectile.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Prefabs/Towers/WoodTower/ProjectileSp.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Prefabs/UI/EnergyUI.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/UI/HUD/EndlessRandomTower.cs | ●●●●● patch | view | raw | blame | history |
Assets/Prefabs/Towers/WoodTower/Effect_Elf_Mu_SpHit.prefab
Diff too large Assets/Prefabs/Towers/WoodTower/Projectile.prefab
Diff too large Assets/Prefabs/Towers/WoodTower/ProjectileSp.prefab
Diff too large Assets/Prefabs/UI/EnergyUI.prefab
@@ -61,7 +61,7 @@ m_EditorClassIdentifier: m_Material: {fileID: 0} m_Color: {r: 1, g: 1, b: 1, a: 1} m_RaycastTarget: 1 m_RaycastTarget: 0 m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0} m_Maskable: 1 m_OnCullStateChanged: Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -604,9 +604,9 @@ 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; go = Instantiate(woodProjectile_SP); 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/UI/HUD/EndlessRandomTower.cs
@@ -325,8 +325,6 @@ /// </summary> private void CheckTower() { Debug.Log("判断是否提示"); //条件 金币是否满足,合成区是否有位置 int result; int.TryParse(cashText.text.ToString(), out result);