From cc7ed63c3efab2640c9cc56225519ab187fd7cbc Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Wed, 02 Dec 2020 11:30:15 +0800
Subject: [PATCH] 拓展塔等级上限

---
 Assets/Scripts/TowerDefense/Opponent/OpponentMgr.cs |   11 +++++------
 1 files changed, 5 insertions(+), 6 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Opponent/OpponentMgr.cs b/Assets/Scripts/TowerDefense/Opponent/OpponentMgr.cs
index 15fb744..d4d3af1 100644
--- a/Assets/Scripts/TowerDefense/Opponent/OpponentMgr.cs
+++ b/Assets/Scripts/TowerDefense/Opponent/OpponentMgr.cs
@@ -1,5 +1,4 @@
-using System.Collections;
-using System.Collections.Generic;
+using System.Collections.Generic;
 using UnityEngine;
 using Core.Utilities;
 using TowerDefense.Towers.Placement;
@@ -9,6 +8,7 @@
 using TowerDefense.Towers;
 using TowerDefense.UI.HUD;
 using TowerDefense.Agents;
+using KTGMGemClient;
 
 /// <summary>
 /// 对战管理器,主要负责屏幕上方的敌方数据结构和相关的显示展示
@@ -310,21 +310,20 @@
         if (index == -1) return;
 
         Tower tower = canReleaseSkillsQueue.Dequeue();
-        int attributeId = tower.attributeId;
         int level = tower.currentLevel;
 
         if (tower.towerFeature == EFeatureTower.Skill_Fire)
         {
             // 火,列攻击,直接在该兵线释放
             WaveLineOpponentManager.instance.PlayWaveLineEffect(index);
-            AgentInsManager.instance.ExecWavelineAttack(index, attributeId, level, true);
+            AgentInsManager.instance.ExecWavelineAttack(index, tower.ElfId, level, true);
         }
         else if (tower.towerFeature == EFeatureTower.Skill_Bomb)
         {
             // 控制,技能中心为离塔最近的小怪的中心点
             Agent agent = AgentInsManager.instance.GetMinDisAgent(index, true);
             WaveLineOpponentManager.instance.PlayBattleAreaBombEffect(agent.transform.position);
-            AgentInsManager.instance.ExecBombAttack(agent.transform.position, attributeId, level, true);
+            AgentInsManager.instance.ExecBombAttack(agent.transform.position, tower.ElfId, level, true);
         }
     }
 
@@ -421,7 +420,7 @@
             Tower tower = this.getTower(ti, 0);
             if (!tower) continue;
             int lvl = tower.currentLevel;
-            if (lvl >= Tower.MAX_LEVEL)
+            if (lvl >= ElfUpgradeData.MaxTowerLevel)
                 continue;
             if ((agentNum - 1) <= lvl) continue;
 

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