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| | | towerName: BlinkTower |
| | | dimensions: |
| | | x: 1 |
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| | | type: 2} |
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| | | type: 2} |
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| | | type: 2} |
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| | | type: 2} |
| | | eTowerFuntion: 1 |
| | | bulletCtl: {fileID: 0} |
| | | levels: |
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| | | - {fileID: 114056922861069036, guid: 07762f03d122d5448b88b833b0b659b6, type: 3} |
| | |
| | | m_Name: |
| | | m_EditorClassIdentifier: |
| | | description: Offensive |
| | | projectile: {fileID: 6418646829760599892, guid: 2b15af8f1b3200f4dbb204c5985aa935, |
| | | type: 3} |
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| | |
| | | /// </summary> |
| | | public SerializableIAlignmentProvider alignment; |
| | | |
| | | |
| | | /// <summary> |
| | | /// Gets the alignment of the damager |
| | | /// </summary> |
| | |
| | | // |
| | | if (bnum == 0) |
| | | { |
| | | damagerProjectile.damageMulti = 2.0f; |
| | | Debug.Log("设置DamgeMult 2.0"); |
| | | damagerProjectile.damageMulti = 2.0f; |
| | | fillBulletTime = 2.0f; |
| | | } |
| | | } |
| | |
| | | /// </summary> |
| | | public Material materialTowerAttackSelf; |
| | | public Material materialTowerWaitSelf; |
| | | public Material materialTowerAttackOppo; |
| | | public Material materialTowerWaitOppo; |
| | | |
| | | /// <summary> |
| | | /// 0 空状态 1 等待状态 2 攻击状态. |
| | |
| | | { |
| | | if (!materialTowerAttackSelf) return; |
| | | |
| | | if (attack && (this.curActionState != 2)) |
| | | if( opponentSide) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf); |
| | | this.curActionState = 2; |
| | | } |
| | | if (attack && (this.curActionState != 2)) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerAttackOppo); |
| | | this.curActionState = 2; |
| | | } |
| | | |
| | | if ((!attack) && (this.curActionState != 1)) |
| | | if ((!attack) && (this.curActionState != 1)) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat( materialTowerWaitOppo ); |
| | | this.curActionState = 1; |
| | | } |
| | | } |
| | | else |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf); |
| | | this.curActionState = 1; |
| | | if (attack && (this.curActionState != 2)) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerAttackSelf); |
| | | this.curActionState = 2; |
| | | } |
| | | |
| | | if ((!attack) && (this.curActionState != 1)) |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialTowerWaitSelf); |
| | | this.curActionState = 1; |
| | | } |
| | | } |
| | | } |
| | | |
| | |
| | | if (opponentSide) |
| | | currentTowerLevel.SetTowerMonsterMat(materialMonsterOppo); |
| | | else |
| | | { |
| | | currentTowerLevel.SetTowerMonsterMat(materialMonsterSelf); |
| | | this.setTowerState(false); |
| | | } |
| | | |
| | | |
| | | // 处理Tower |
| | | this.setTowerState(false); |
| | | |
| | | |
| | | if (opponentSide) |
| | | { |
| | |
| | | |
| | | // |
| | | // 根据是否是子弹塔防来决定是否显示相应的界面 |
| | | if (this.eTowerFuntion == ETowerFuntion.BULLET) |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x); |
| | | /* |
| | | if ( (this.eTowerFuntion == ETowerFuntion.BULLET) && (buc != null ) ) |
| | | { |
| | | BulletUICtl buc = this.placementArea.GetBulletUICtl(gridPosition.x); |
| | | /* |
| | | if (buc) |
| | | { |
| | | buc.gameObject.SetActive(true); |
| | | this.bulletCtl = buc; |
| | | buc.resetToMaxBullet(); |
| | | }*/ |
| | | // 设置数据 |
| | | buc.gameObject.SetActive(true); |
| | | this.bulletCtl = buc; |
| | | buc.resetToMaxBullet(); |
| | | } |
| | | else |
| | | { |
| | | // 清空数据 |
| | | buc.gameObject.SetActive(false); |
| | | this.bulletCtl = null; |
| | | }*/ |
| | | } |
| | | |
| | | } |
| | |
| | | Damager srctm = attack.GetComponent<Damager>(); |
| | | tm.inSceneUpGradeDamage = srctm.inSceneUpGradeDamage; |
| | | tm.doubleHit = srctm.doubleHit; |
| | | |
| | | // |
| | | // 最后一颗子弹的多倍伤害. |
| | | tm.damageMulti = srctm.damageMulti; |
| | | srctm.damageMulti = 1.0f; |
| | | //Debug.Log("源始局内升级数据是:" + srctm.inSceneUpGradeDamage); |
| | | } |
| | | // WORK START: 从 Pool 内获取数据的时候,就把原来的数据清除掉了. |