Assets/Resources/Prefabs/Enemies/101.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Resources/Prefabs/Enemies/102.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Resources/Prefabs/Enemies/103.prefab | ●●●●● patch | view | raw | blame | history | |
Assets/Scripts/TowerDefense/Agents/Agent.cs | ●●●●● patch | view | raw | blame | history |
Assets/Resources/Prefabs/Enemies/101.prefab
@@ -248,6 +248,7 @@ FireSkillParticle: {fileID: 6178603283043088035} bShowDebugNode: 0 WoodAimEffect: {fileID: 7957212317602472358} destinationOffect: 1 --- !u!54 &8434816861478773555 Rigidbody: m_ObjectHideFlags: 0 Assets/Resources/Prefabs/Enemies/102.prefab
@@ -248,6 +248,7 @@ FireSkillParticle: {fileID: 4964518329174177392} bShowDebugNode: 0 WoodAimEffect: {fileID: 2288018833283399633} destinationOffect: 3 --- !u!54 &8434816861478773555 Rigidbody: m_ObjectHideFlags: 0 Assets/Resources/Prefabs/Enemies/103.prefab
@@ -248,6 +248,7 @@ FireSkillParticle: {fileID: 8244594841270657460} bShowDebugNode: 0 WoodAimEffect: {fileID: 1600713078188936254} destinationOffect: 1 --- !u!54 &8434816861478773555 Rigidbody: m_ObjectHideFlags: 0 Assets/Scripts/TowerDefense/Agents/Agent.cs
@@ -950,7 +950,8 @@ SlowDownParticle.Clear(); } } [SerializeField] private float destinationOffect = 0f;//怪物移动到塔位的偏移量 /// <summary> /// 根据帧间的时间,来更新Agent的位置信息,其它信息直接删除. /// 1: @@ -991,9 +992,9 @@ case EAgentMovDir.ZNegative: { curPos.z -= (deltaTime * finalSpeed); if (curPos.z <= m_Destination.transform.position.z) if (curPos.z <= m_Destination.transform.position.z + destinationOffect) { curPos.z = m_Destination.transform.position.z; curPos.z = m_Destination.transform.position.z + destinationOffect; swithNode = true; } break;