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Diff too large Assets/Prefabs/Towers/Fire/GrowUpTower_2.prefab
Diff too large Assets/Prefabs/Towers/Fire/GrowUpTower_3.prefab
Diff too large Assets/Prefabs/Towers/Fire/GrowUpTower_4.prefab
Diff too large Assets/Prefabs/Towers/Water/CopyCatTower_0.prefab
Diff too large Assets/Prefabs/Towers/Water/CopyCatTower_1.prefab
Diff too large Assets/Prefabs/Towers/Water/CopyCatTower_2.prefab
Diff too large Assets/Prefabs/Towers/Water/CopyCatTower_3.prefab
Diff too large Assets/Prefabs/Towers/Water/CopyCatTower_4.prefab
Diff too large Assets/Prefabs/Towers/WoodTower/BlinkTower_0.prefab
Diff too large Assets/Prefabs/Towers/WoodTower/BlinkTower_1.prefab
Diff too large Assets/Prefabs/Towers/WoodTower/BlinkTower_2.prefab
Diff too large Assets/Prefabs/Towers/WoodTower/BlinkTower_3.prefab
Diff too large Assets/Prefabs/Towers/WoodTower/BlinkTower_4.prefab
Diff too large Assets/Prefabs/UI/Props.meta
File was deleted Assets/Resources/UI/Endless/Boss.meta
File was deleted Assets/Resources/UI/Endless/Boss/1.meta
File was deleted Assets/Resources/UI/Endless/Boss/1/New Folder.meta
File was deleted Assets/Resources/UI/Endless/Boss/2.meta
File was deleted Assets/Scripts/TowerDefense/Affectors/AttackAffector.cs
@@ -446,7 +446,6 @@ { fireState = true; fInEnergy = finalFireSpeed; 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 / finalFireSpeed; @@ -460,8 +459,6 @@ fInEnergy -= Time.deltaTime; if (fInEnergy <= 0) { myTower.SetFireMatSpeed(false);//恢复了火宝石攻击速度 fireState = false; EventCenter.Ins.BroadCast((int)KTGMGemClient.EventType.FireTowerChargeEnd); fInEnergy = 0.0f; @@ -552,8 +549,6 @@ { if (fireState) { myTower.SetFireMatSpeed(true);//设置了火宝石快速攻击 towerPtr.PlayEnergyEffect(true); } } @@ -678,11 +673,6 @@ woodChargeEffectTime = woodRemainChargeTime + 0.5f / towerLevel.ActionAnimator.speed; WoodChargeEffect.Play(); } } else { if (towerPtr) towerPtr.setTowerState(true); } if (isMultiAttack) Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -171,40 +171,6 @@ /// </summary> public bool CanAttack = true; public void setTowerState(bool attack) { if (!materialTowerAttackSelf) return; if (opponentSide) { if (attack && (curActionState != 2)) { currentTowerLevel.SetTowerMonsterMat(materialTowerAttackOppo, true); curActionState = 2; } if ((!attack) && (curActionState != 1)) { currentTowerLevel.SetTowerMonsterMat(materialTowerWaitOppo, false); curActionState = 1; } } else { if (attack && (curActionState != 2)) { currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf, true); curActionState = 2; } if ((!attack) && (curActionState != 1)) { currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf, false); curActionState = 1; } } } /// <summary> /// 是否是对手塔防 /// </summary> @@ -644,21 +610,6 @@ // // 初始化当前的局内Tower等级数据 initInSceneTowerLevel(SceneTowerLvl.getInSceneTowerLvl(towerName)); StartCoroutine(ResetScale()); } IEnumerator ResetScale() { yield return new WaitForSeconds(0.2f); if (gridPosition.y > 1) { currentTowerLevel.ResetScale(); } else { currentTowerLevel.NormalScale(); } } /// <summary> Assets/Scripts/TowerDefense/Towers/TowerLevel.cs
@@ -214,15 +214,10 @@ starTs.localRotation = Quaternion.Euler(60, 180, 0); } private Transform mat; private MeshRenderer myRender; Vector3 normalScale; private void Awake() { mat = transform.Find("Cube"); myRender = mat.GetComponent<MeshRenderer>(); normalScale = new Vector3(1.5f, 1.5f, 1.5f); canPlaceMesh.enabled = false; } @@ -292,126 +287,6 @@ ActionAnimator.speed = attackSpeed * FireSpeed; else if (state == TowerActionState.Standing) ActionAnimator.speed = 1f; } /// <summary> /// 未上阵塔缩放,固定缩放 /// </summary> public void NormalScale() { mat.localScale = normalScale; mat.localPosition = Vector3.zero; } private bool isAttack; /// <summary> /// 设置火宝石攻速 /// </summary> /// <param name="isAttack"></param> public void SetFireMatSpeed(bool isFast) { if (isFast && isAttack) { myRender.material.SetFloat("_Speed", 40); } else { //还原10 myRender.material.SetFloat("_Speed", 8); } } /// <summary> /// 上阵塔缩放 /// </summary> public void ResetScale() { if (transform.name.StartsWith("GrowUpTower")) { //火元素 mat.localScale = GameConfig.fireScale; mat.localPosition = GameConfig.fireOffectp; } else if (transform.name.StartsWith("BlinkTower")) { //木元素 mat.localScale = GameConfig.woodScale; mat.localPosition = GameConfig.woodOffectp; } else if (transform.name.StartsWith("CopyCatTower")) { //水元素 //mat.localScale = woodScale; Vector3 scale = mat.localScale; if (!this.bScaleForCombat) { scale.z *= 1.267f; mat.localScale = scale; Vector3 pos = mat.localPosition; pos.z -= 0.2f; mat.localPosition = pos; bScaleForCombat = true; } } } /// <summary> /// 当前的TowerLevel设置为对应怪物的材质显示 /// </summary> /// <param name="mat"></param> public void SetTowerMonsterMat(Material material, bool isAttack) { if (material == null) return; this.isAttack = isAttack; myRender.material = material; if (isAttack) { if (transform.name.StartsWith("GrowUpTower") || transform.name.StartsWith("BlinkTower")) { float t = Mathf.Floor(Time.time); float offect = t % 8; myRender.material.SetFloat("_ChangeTime", Mathf.Floor(Time.time - offect)); } } else { myRender.material.SetFloat("_ChangeTime", Mathf.Floor(Time.time)); } //Debug.Log("当前时间Time.time:"+Time.time); // if (transform.name.StartsWith("GrowUpTower") && mat.localPosition != fireOffectp) // { // mat.localPosition = fireOffectp; // } // else if (transform.name.StartsWith("BlinkTower") && mat.localPosition != woodOffectp) // { // //木元素 // mat.localPosition = woodOffectp; // } // // 查找子结点: // foreach (Transform t in transform.GetComponentsInChildren<Transform>()) // { // if (t.name == "Cube") // { // t.GetComponent<MeshRenderer>().material = mat; // //Vector3 scale = t.localScale; // // if (!this.bScaleForCombat) // // { // // scale.z *= 1.267f; // // t.localScale = scale; // // Vector3 pos = t.localPosition; // // pos.z -= 0.2f; // // t.localPosition = pos; // // bScaleForCombat = true; // // } // } // } } /// <summary>