From 519a0a98919a804cc58e3531bb1e6f729982f1bc Mon Sep 17 00:00:00 2001
From: wangguan <wangguan@kt007.com>
Date: Thu, 05 Nov 2020 11:20:40 +0800
Subject: [PATCH] 增加怪物攻击塔音效,修改塔模型大小位置

---
 Assets/Scripts/TowerDefense/Towers/TowerLevel.cs |   65 +++++++++++++++++++++-----------
 1 files changed, 43 insertions(+), 22 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs b/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs
index a38de47..e0894bd 100644
--- a/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs
+++ b/Assets/Scripts/TowerDefense/Towers/TowerLevel.cs
@@ -141,9 +141,13 @@
         private Transform mat;
         Vector3 normalScale;
 
-        private Vector3 fireScale = new Vector3(1.6f, 1.6f, 1.84f);
-        private Vector3 woodScale = new Vector3(1.0f, 1.0f, 1.88f);
+        private Vector3 fireScale = new Vector3(1.92f, 1.92f, 2.208f);
+        private Vector3 woodScale = new Vector3(1.5f, 1.5f, 2.82f);
         private Vector3 waterScale = new Vector3(1.0f, 1.0f, 1.88f);
+
+        private Vector3 fireOffectp = new Vector3(0f, 0f, -0.15f);
+
+        private Vector3 woodOffectp = new Vector3(0.08f, 0f, 0.2f);
 
         private void Awake()
         {
@@ -157,6 +161,7 @@
         public void NormalScale()
         {
             mat.localScale = normalScale;
+            mat.localPosition = Vector3.zero;
         }
 
         /// <summary>
@@ -168,11 +173,14 @@
             {
                 //火元素
                 mat.localScale = fireScale;
+                mat.localPosition = fireOffectp;
             }
             else if (transform.name.StartsWith("BlinkTower"))
             {
                 //木元素
                 mat.localScale = woodScale;
+                mat.localPosition = woodOffectp;
+
             }
             else if (transform.name.StartsWith("CopyCatTower"))
             {
@@ -197,28 +205,41 @@
         /// 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 mat)
+        public void SetTowerMonsterMat(Material material)
         {
-            if (mat == null) return;
-            // 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 (material == null) return;
 
-                    // if (!this.bScaleForCombat)
-                    // {
-                    //     scale.z *= 1.267f;
-                    //     t.localScale = scale;
-                    //     Vector3 pos = t.localPosition;
-                    //     pos.z -= 0.2f;
-                    //     t.localPosition = pos;
-                    //     bScaleForCombat = true;
-                    // }
-                }
-            }
+            mat.GetComponent<MeshRenderer>().material = material;
+
+            ResetScale();
+            // 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>

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