From e36f2a3ac098d6e89d3882f3354ec69c07e71e16 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Tue, 01 Dec 2020 15:55:40 +0800
Subject: [PATCH] 代码结构修改

---
 Assets/Scripts/TowerDefense/Towers/Tower.cs                       |    5 
 Assets/Scripts/TowerDefense/Agents/Agent.cs                       |  135 +++++++++++++++-
 Assets/Prefabs/Enemies/Wood.prefab                                |    0 
 Assets/Prefabs/Enemies/Wood.prefab.meta                           |    0 
 Assets/Prefabs/Enemies/Water.prefab                               |    0 
 Assets/Prefabs/Enemies/Fire.prefab.meta                           |    0 
 Assets/Scripts/ActionGameFramework/Health/Targetable.cs           |  179 ----------------------
 Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs                      |    4 
 Assets/Scripts/TowerDefense/Level/AgentInsManager.cs              |   42 +----
 Assets/Prefabs/Enemies/Water.prefab.meta                          |    0 
 Assets/Scripts/TowerDefense/Towers/Projectiles/HitscanAttack.cs   |   81 ---------
 Assets/Prefabs/Enemies/Fire.prefab                                |    0 
 Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs |    6 
 13 files changed, 137 insertions(+), 315 deletions(-)

diff --git a/Assets/Prefabs/Enemies/fire 2.prefab b/Assets/Prefabs/Enemies/Fire.prefab
similarity index 100%
rename from Assets/Prefabs/Enemies/fire 2.prefab
rename to Assets/Prefabs/Enemies/Fire.prefab
diff --git a/Assets/Prefabs/Enemies/fire 2.prefab.meta b/Assets/Prefabs/Enemies/Fire.prefab.meta
similarity index 100%
rename from Assets/Prefabs/Enemies/fire 2.prefab.meta
rename to Assets/Prefabs/Enemies/Fire.prefab.meta
diff --git a/Assets/Prefabs/Enemies/water 1.prefab b/Assets/Prefabs/Enemies/Water.prefab
similarity index 100%
rename from Assets/Prefabs/Enemies/water 1.prefab
rename to Assets/Prefabs/Enemies/Water.prefab
diff --git a/Assets/Prefabs/Enemies/water 1.prefab.meta b/Assets/Prefabs/Enemies/Water.prefab.meta
similarity index 100%
rename from Assets/Prefabs/Enemies/water 1.prefab.meta
rename to Assets/Prefabs/Enemies/Water.prefab.meta
diff --git a/Assets/Prefabs/Enemies/wood 2.prefab b/Assets/Prefabs/Enemies/Wood.prefab
similarity index 100%
rename from Assets/Prefabs/Enemies/wood 2.prefab
rename to Assets/Prefabs/Enemies/Wood.prefab
diff --git a/Assets/Prefabs/Enemies/wood 2.prefab.meta b/Assets/Prefabs/Enemies/Wood.prefab.meta
similarity index 100%
rename from Assets/Prefabs/Enemies/wood 2.prefab.meta
rename to Assets/Prefabs/Enemies/Wood.prefab.meta
diff --git a/Assets/Scripts/ActionGameFramework/Health/Targetable.cs b/Assets/Scripts/ActionGameFramework/Health/Targetable.cs
index 1b3292d..40c196f 100644
--- a/Assets/Scripts/ActionGameFramework/Health/Targetable.cs
+++ b/Assets/Scripts/ActionGameFramework/Health/Targetable.cs
@@ -1,7 +1,4 @@
 using Core.Health;
-using System;
-using System.Dynamic;
-using TowerDefense.UI.HUD;
 using UnityEngine;
 
 namespace ActionGameFramework.Health
@@ -17,85 +14,9 @@
         public Transform targetTransform;
 
         /// <summary>
-        /// 是否精英怪
-        /// </summary>
-        public bool bElit = false;
-
-        /// <summary>
-        /// 是否Boss怪.
-        /// </summary>
-        public bool bBoss = false;
-
-        /// <summary>
-        /// 分别对应三种不同的纹理.
-        /// </summary>
-        public Texture poisonTex;
-        public Texture frozenTex;
-        public Texture commonTex;
-
-        /// <summary>
         /// The position of the object
         /// </summary>
         protected Vector3 m_CurrentPosition, m_PreviousPosition;
-
-
-        /// <summary>
-        /// 速度降低值.
-        /// </summary>
-        protected float speedSlowRate = 0.0f;
-
-        // 中毒相关的数据
-        protected int poisonTimes = 0;
-        protected float poisonHurt = 0.0f;
-        protected int poisonAttid = 0;
-        protected float timeToPoisonHurt = 0.0f;
-
-        /// <summary>
-        /// 是否处于 中毒状态
-        /// </summary>
-        protected bool isPoison;
-
-        /// <summary>
-        /// 是否处于减速状态
-        /// </summary>
-        protected bool isSlowDown;
-
-        /// <summary>
-        /// 是否处于冰冻状态
-        /// </summary>
-        protected bool isFrost;
-
-        /// <summary>
-        /// 中毒粒子特效
-        /// </summary>
-        public ParticleSystem PoisonParticle;
-
-        /// <summary>
-        /// 中毒结束播放的粒子特效
-        /// </summary>
-        public ParticleSystem PoisonEndParticle;
-
-        /// <summary>
-        /// 减速粒子特效
-        /// </summary>
-        public ParticleSystem SlowDownParticle;
-
-        /// <summary>
-        /// 冰冻特效
-        /// </summary>
-        public ParticleSystem FrostParticle;
-
-        /// <summary>
-        /// 被火技能攻击特效
-        /// </summary>
-        public ParticleSystem FireSkillParticle;
-
-        protected Color mMatColor;
-
-        /// <summary>
-        /// 是否处于破甲状态.
-        /// </summary>
-        public bool bShieldBreak { get; set; }
 
         /// <summary>
         /// The velocity of the rigidbody
@@ -117,104 +38,6 @@
                 return targetTransform == null ? transform : targetTransform;
             }
         }
-
-        /// <summary>
-        /// 设置当前目标的颜色数据
-        /// </summary>
-        /// <param name="color"></param>
-        public void SetTargetableMatColor(Color color, bool force = false)
-        {
-
-            if (!force)
-            {
-                if (color == mMatColor) return;
-                // 无敌状态,只接受白色原贴图:
-                if (this.configuration.bInvincible && (color != Color.white)) return;
-            }
-
-            foreach (Transform t in transform.GetComponentsInChildren<Transform>())
-            {
-                if (t.name == "Cube")
-                {
-                    Material tMat = t.GetComponent<MeshRenderer>().material;
-                    if ((color == Color.green) && (poisonTex != null))
-                    {
-                        tMat.mainTexture = poisonTex;
-                    }
-                    if ((color == Color.blue) && (frozenTex != null))
-                    {
-                        tMat.mainTexture = frozenTex;
-                    }
-                    if ((color == Color.white) && (commonTex != null))
-                    {
-                        tMat.mainTexture = commonTex;
-                    }
-                    mMatColor = color;
-                }
-
-            }
-        }
-
-
-        /// <summary>
-        /// 降低移动速度.
-        /// </summary>
-        /// <param name="rate"></param>
-        public void addSpeedSlowRate(float rate)
-        {
-            speedSlowRate += rate;
-            if (speedSlowRate >= 0.5f)
-                speedSlowRate = 0.5f;
-        }
-
-        /// <summary>
-        /// 怪物中毒.
-        /// </summary>
-        /// <param name="damage"></param>
-        public void poisonAgent(float damage, int attid)
-        {
-            if (this.poisonTimes >= 1) return;
-
-            if (!isPoison)
-            {
-                isPoison = true;
-
-                if (PoisonParticle != null)
-                    PoisonParticle.Play();
-            }
-
-            this.poisonTimes++;
-            this.poisonAttid = attid;
-            this.poisonHurt = (float)Math.Floor(this.configuration.maxHealth / 20.0f);
-            this.timeToPoisonHurt = 1.0f;
-        }
-
-        public bool bInPoison { get { return this.poisonHurt > 0; } }
-
-        /// <summary>
-        /// 处理中毒相关的数据
-        /// </summary>
-        /// <param name="time"></param>
-        protected void updatePoison(float time)
-        {
-            this.timeToPoisonHurt -= time;
-            if (this.timeToPoisonHurt <= 0)
-            {
-                Vector3 backPos = this.transform.position;
-                this.TakeDamage(poisonHurt, this.transform.position, null, poisonAttid);
-                if ((poisonHurt > 0) && (!opponentAgent))
-                {
-                    if (GameUI.instanceExists)
-                        GameUI.instance.generateBloodText(backPos, poisonHurt, false, false, true);
-                    else if (EndlessGameUI.instanceExists)
-                        EndlessGameUI.instance.generateBloodText(backPos, poisonHurt, false, false, true);
-                }
-
-                if (poisonHurt > 0)
-                    timeToPoisonHurt = 1.0f;
-            }
-        }
-
 
         /// <summary>
         /// Returns our targetable's transform position
@@ -244,8 +67,6 @@
         {
             base.Awake();
             ResetPositionData();
-            bShieldBreak = false;
-            mMatColor = Color.white;
         }
 
         /// <summary>
diff --git a/Assets/Scripts/TowerDefense/Agents/Agent.cs b/Assets/Scripts/TowerDefense/Agents/Agent.cs
index 1eb7229..3dc7f94 100644
--- a/Assets/Scripts/TowerDefense/Agents/Agent.cs
+++ b/Assets/Scripts/TowerDefense/Agents/Agent.cs
@@ -1,15 +1,10 @@
 using System;
-using System.Collections;
-using System.Collections.Generic;
-using System.ComponentModel;
 using ActionGameFramework.Health;
 using Core.Health;
 using Core.Utilities;
 using DG.Tweening;
 using KTGMGemClient;
-using TMPro.Examples;
 using TowerDefense.Affectors;
-using TowerDefense.Agents.Data;
 using TowerDefense.Economy;
 using TowerDefense.Level;
 using TowerDefense.Nodes;
@@ -107,11 +102,6 @@
 
         public AgentSetData mAgentData;
 
-
-
-        //public Textur
-
-
         /// <summary>
         /// The NavMeshAgent component attached to this
         /// 这个,Unity内比较核心的类
@@ -201,6 +191,126 @@
         /// </summary>
         /// <param name="can"></param>
         public bool CanMove { get; set; } = true;
+
+        /// <summary>
+        /// 分别对应三种不同的纹理.
+        /// </summary>
+        public Texture poisonTex;
+
+        public Texture frozenTex;
+
+        public Texture commonTex;
+
+        /// <summary>
+        /// 速度降低值.
+        /// </summary>
+        protected float speedSlowRate = 0.0f;
+
+        // 中毒相关的数据
+        protected int poisonTimes = 0;
+        protected float poisonHurt = 0.0f;
+        protected int poisonAttid = 0;
+        protected float timeToPoisonHurt = 0.0f;
+
+        /// <summary>
+        /// 是否处于 中毒状态
+        /// </summary>
+        protected bool isPoison;
+
+        /// <summary>
+        /// 是否处于减速状态
+        /// </summary>
+        protected bool isSlowDown;
+
+        /// <summary>
+        /// 是否处于冰冻状态
+        /// </summary>
+        protected bool isFrost;
+
+        /// <summary>
+        /// 中毒粒子特效
+        /// </summary>
+        public ParticleSystem PoisonParticle;
+
+        /// <summary>
+        /// 中毒结束播放的粒子特效
+        /// </summary>
+        public ParticleSystem PoisonEndParticle;
+
+        /// <summary>
+        /// 减速粒子特效
+        /// </summary>
+        public ParticleSystem SlowDownParticle;
+
+        /// <summary>
+        /// 冰冻特效
+        /// </summary>
+        public ParticleSystem FrostParticle;
+
+        /// <summary>
+        /// 被火技能攻击特效
+        /// </summary>
+        public ParticleSystem FireSkillParticle;
+
+
+        /// <summary>
+        /// 降低移动速度.
+        /// </summary>
+        /// <param name="rate"></param>
+        public void addSpeedSlowRate(float rate)
+        {
+            speedSlowRate += rate;
+            if (speedSlowRate >= 0.5f)
+                speedSlowRate = 0.5f;
+        }
+
+        /// <summary>
+        /// 怪物中毒.
+        /// </summary>
+        /// <param name="damage"></param>
+        public void poisonAgent(float damage, int attid)
+        {
+            if (this.poisonTimes >= 1) return;
+
+            if (!isPoison)
+            {
+                isPoison = true;
+
+                if (PoisonParticle != null)
+                    PoisonParticle.Play();
+            }
+
+            this.poisonTimes++;
+            this.poisonAttid = attid;
+            this.poisonHurt = (float)Math.Floor(this.configuration.maxHealth / 20.0f);
+            this.timeToPoisonHurt = 1.0f;
+        }
+
+        public bool bInPoison { get { return this.poisonHurt > 0; } }
+
+        /// <summary>
+        /// 处理中毒相关的数据
+        /// </summary>
+        /// <param name="time"></param>
+        protected void updatePoison(float time)
+        {
+            this.timeToPoisonHurt -= time;
+            if (this.timeToPoisonHurt <= 0)
+            {
+                Vector3 backPos = this.transform.position;
+                this.TakeDamage(poisonHurt, this.transform.position, null, poisonAttid);
+                if ((poisonHurt > 0) && (!opponentAgent))
+                {
+                    if (GameUI.instanceExists)
+                        GameUI.instance.generateBloodText(backPos, poisonHurt, false, true);
+                    else if (EndlessGameUI.instanceExists)
+                        EndlessGameUI.instance.generateBloodText(backPos, poisonHurt, false, true);
+                }
+
+                if (poisonHurt > 0)
+                    timeToPoisonHurt = 1.0f;
+            }
+        }
 
         /// <summary>
         /// Gets the attached nav mesh agent velocity
@@ -358,15 +468,11 @@
             mStartYVal = this.transform.position.y;
             mStartZVal = this.transform.position.z;
 
-            // 确保设置成默认白色纹理:
-            this.SetTargetableMatColor(Color.white, true);
-
             speedSlowRate = 0.0f;
             poisonHurt = 0;
             poisonAttid = 0;
             poisonTimes = 0;
             timeToPoisonHurt = 0;
-            bShieldBreak = false;
             CanMove = true;
 
             /*// 如果对应的粒子不为空,则播放
@@ -562,7 +668,6 @@
             poisonTimes = 0;
             timeToPoisonHurt = 0;
             isFrost = false;
-            bShieldBreak = false;
             bInDeathAct = false;
             ChangeState(AgentActionState.Move);
             configuration.ClearShieldWall();
diff --git a/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs b/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
index 221492e..f452a8f 100644
--- a/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
+++ b/Assets/Scripts/TowerDefense/Level/AgentInsManager.cs
@@ -579,27 +579,6 @@
         return;
     }
 
-
-
-    protected void releaseAllCenterAgent()
-    {
-        int cnt = this.agentInsList.Count;
-        for (int ti = cnt - 1; ti >= 0; ti--)
-        {
-            if (agentInsList[ti].bBoss)
-                continue;
-            agentInsList[ti].Remove();
-        }
-
-        cnt = this.oppoAgentInsList.Count;
-        for (int ti = cnt - 1; ti >= 0; ti--)
-        {
-            if (oppoAgentInsList[ti].bBoss)
-                continue;
-            oppoAgentInsList[ti].Remove();
-        }
-    }
-
     /// <summary>
     /// 获取WaveManager相关的中心点
     /// </summary>
@@ -609,7 +588,6 @@
         Vector3 cpos = Vector3.zero;
         return cpos;
     }
-
 
     protected void updateOpponentAgent()
     {
@@ -739,9 +717,9 @@
                     if (!eag.opponentAgent)
                     {
                         if (GameUI.instanceExists)
-                            GameUI.instance.generateBloodText(fpos, damage, false, false);
+                            GameUI.instance.generateBloodText(fpos, damage);
                         else if (EndlessGameUI.instanceExists)
-                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
+                            EndlessGameUI.instance.generateBloodText(fpos, damage);
                     }
 
                     if (!isDeath && eag.isDead)
@@ -810,9 +788,9 @@
                 if (!eag.opponentAgent)
                 {
                     if (GameUI.instanceExists)
-                        GameUI.instance.generateBloodText(fpos, damage, false, false);
+                        GameUI.instance.generateBloodText(fpos, damage);
                     else if (EndlessGameUI.instanceExists)
-                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
+                        EndlessGameUI.instance.generateBloodText(fpos, damage);
                 }
 
                 eag.PlayFireSkillHit();
@@ -890,9 +868,9 @@
                 if (!eag.opponentAgent)
                 {
                     if (GameUI.instanceExists)
-                        GameUI.instance.generateBloodText(fpos, damage, false, false);
+                        GameUI.instance.generateBloodText(fpos, damage);
                     else if (EndlessGameUI.instanceExists)
-                        EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
+                        EndlessGameUI.instance.generateBloodText(fpos, damage);
                 }
 
                 eag.PlayFireSkillHit();
@@ -998,9 +976,9 @@
                     if (!eag.opponentAgent)
                     {
                         if (GameUI.instanceExists)
-                            GameUI.instance.generateBloodText(fpos, damage, false, false);
+                            GameUI.instance.generateBloodText(fpos, damage);
                         else if (EndlessGameUI.instanceExists)
-                            EndlessGameUI.instance.generateBloodText(fpos, damage, false, false);
+                            EndlessGameUI.instance.generateBloodText(fpos, damage);
                     }
                     if (eag.isDead)
                         ++deathCount;
@@ -1073,9 +1051,9 @@
             if ((ag.liveID == tid) && (!ag.opponentAgent))
             {
                 if (GameUI.instanceExists)
-                    GameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
+                    GameUI.instance.generateBloodText(ag.position, chainAttackHurt);
                 else if (EndlessGameUI.instanceExists)
-                    EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt, false, false);
+                    EndlessGameUI.instance.generateBloodText(ag.position, chainAttackHurt);
             }
         }
         listBlood.Clear();
diff --git a/Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs b/Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs
index eee91c9..f017a43 100644
--- a/Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Projectiles/BallisticAttack.cs
@@ -209,15 +209,11 @@
             {
                 case 2:  // 减速.
                     SlowDown slowDown = (SlowDown)EndlessBuffManager.instance.GetBuffInstanceByType(EndlessBuffEffectType.SlowDown);
-                    enemy.addSpeedSlowRate(0.15f + (slowDown != null ? slowDown.GetSlowDownAdd(TowerPtr.attributeId) : 0));
-                    enemy.SetTargetableMatColor(Color.blue);
+                    (enemy as Agent).addSpeedSlowRate(0.15f + (slowDown != null ? slowDown.GetSlowDownAdd(TowerPtr.attributeId) : 0));
                     break;
                 case 3:  // 中毒
                     // enemy.poisonAgent(damage, attid);
                     // enemy.SetTargetableMatColor(Color.green);
-                    break;
-                case 5:  // 破甲
-                    enemy.bShieldBreak = true;
                     break;
             }
             return;
diff --git a/Assets/Scripts/TowerDefense/Towers/Projectiles/HitscanAttack.cs b/Assets/Scripts/TowerDefense/Towers/Projectiles/HitscanAttack.cs
index 334c95d..d12ccff 100644
--- a/Assets/Scripts/TowerDefense/Towers/Projectiles/HitscanAttack.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Projectiles/HitscanAttack.cs
@@ -1,12 +1,9 @@
 using ActionGameFramework.Health;
 using Core.Utilities;
-using DG.Tweening;
 using System;
-using System.Net.Http.Headers;
 using TowerDefense.Agents;
 using TowerDefense.UI.HUD;
 using UnityEngine;
-using System.Collections;
 
 namespace TowerDefense.Towers.Projectiles
 {
@@ -108,15 +105,10 @@
             switch (id)
             {
                 case 2:  // 减速.
-                    enemy.addSpeedSlowRate(0.15f);
-                    enemy.SetTargetableMatColor(Color.blue);
+                    (enemy as Agent).addSpeedSlowRate(0.15f);
                     break;
                 case 3:  // 中毒
-                    enemy.poisonAgent(damage, attid);
-                    enemy.SetTargetableMatColor(Color.green);
-                    break;
-                case 5:  // 破甲
-                    enemy.bShieldBreak = true;
+                    (enemy as Agent).poisonAgent(damage, attid);
                     break;
             }
             return;
@@ -138,58 +130,17 @@
             // 攻击目标已经经历过了Pool了,不能再攻击了。
             if (mLiveID != m_Enemy.liveID) return;
 
-            // effects
-            // ParticleSystem pfxPrefab = m_Damager.collisionParticles;
-            // var attackEffect = Poolable.TryGetPoolable<ParticleSystem>(pfxPrefab.gameObject);
-            // attackEffect.transform.position = m_Enemy.position;
-            // attackEffect.Play();
-
-            // GameObject hitObj = Poolable.TryGetPoolable(m_Damager.collisionObj);
-            // ParticleSystem ps = hitObj.GetComponent<ParticleSystem>();
-            // if (ps == null)
-            //     ps = hitObj.transform.GetChild(0).GetComponent<ParticleSystem>();
-            // ps.Play();
-            // // StartCoroutine(RecycleParticle(hitObj, ps.main.duration));
-
-            // var hitVFX = Instantiate(m_Damager.collisionObj, m_Enemy.position, Quaternion.identity);
-            // var ps = hitVFX.GetComponent<ParticleSystem>();
-            // if (ps == null)
-            // {
-            //     var psChild = hitVFX.transform.GetChild(0).GetComponent<ParticleSystem>();
-            //     psChild.Play();
-            //     Destroy(hitVFX, psChild.main.duration);
-            // }
-            // else
-            // {
-            //     ps.Play();
-            //     Destroy(hitVFX, ps.main.duration);
-            // }
-
             float finalDamage = m_Damager.finalDamage;
             bool crit = m_Damager.isCrit;
             if (crit)
             {
                 finalDamage += finalDamage;
-
-                // 暂时去掉这个ShakePosition的功能:
-                //m_Enemy.transform.DOShakePosition(0.5f);
-            }
-            // 精英怪和Boss双倍攻击.
-            bool doubleHit = m_Damager.doubleHit && m_Enemy.bElit;
-            if (doubleHit)
-            {
-                finalDamage *= 2;
             }
 
-            // 
             // 处理光塔对应的攻击增加:
             if (attackRise > 0)
                 finalDamage += (finalDamage * attackRise);
-            // 破甲状态
-            if (m_Enemy.bShieldBreak)
-                finalDamage += (finalDamage * 0.1f);
 
-            // 
             // 提前处理非当前Enemy的爆炸攻击:
             if (chainAttackRate > 0)
                 AgentInsManager.instance.StartExplodeAttack(m_Enemy as Agent, finalDamage);
@@ -202,37 +153,11 @@
             ProcessTowerAttributeAttack(m_Enemy, finalDamage, attributeId);
 
             if (!m_Enemy.opponentAgent)
-                GameUI.instance.generateBloodText(backPos, finalDamage, crit, doubleHit);
+                GameUI.instance.generateBloodText(backPos, finalDamage, crit);
 
             // 播放受击动画:
             if ((!m_Enemy.isDead) && (m_Enemy.liveID == tid))
                 (m_Enemy as Agent).PlayOnHit();
-
-            // 重设到开始位置的处理. liveID必须要等于tid.
-            /*if( (resetStartPosRate > 0)&&(!m_Enemy.isDead)&& (m_Enemy.liveID == tid))
-            {
-				if (mRand.NextDouble() < resetStartPosRate)
-                {
-					Agent ag = m_Enemy as Agent;
-					if( ag.bBoss)
-                    {
-						// 如果是Boss,更低的概率重设位置.
-						if (mRand.NextDouble() < resetStartPosRate / 20.0f)
-							ag.execAgentPosResetAction();
-					}
-					else
-						ag.execAgentPosResetAction();
-				}
-					
-            }*/
-
-            /*// 链式攻击的测试处理: 需要确保是同一个敌人,ID相同.
-			if( (chainAttackRate > 0)&& (!m_Enemy.isDead) && (m_Enemy.liveID == tid) )
-            {
-				if (mRand.NextDouble() < chainAttackRate)
-					AgentInsManager.instance.StartChainAttack(m_Enemy as Agent,m_Damager.alignmentProvider,(float)Math.Floor(finalDamage/2.0f ));
-
-			}*/
 
             m_PauseTimer = true;
         }
diff --git a/Assets/Scripts/TowerDefense/Towers/Tower.cs b/Assets/Scripts/TowerDefense/Towers/Tower.cs
index ffee563..2462681 100644
--- a/Assets/Scripts/TowerDefense/Towers/Tower.cs
+++ b/Assets/Scripts/TowerDefense/Towers/Tower.cs
@@ -36,8 +36,6 @@
     /// </summary>
     public class Tower : Targetable
     {
-        public readonly float INSCENE_TU_DAMAGE = 30f;
-
         public static readonly int MAX_LEVEL = 4;
 
         /// <summary>
@@ -443,8 +441,9 @@
         {
             inSceneTowerLevel++;
 
+            // cx test
             // 设置攻击数据的加强,暂时是测试数据,后面需要读取表格数据处理:
-            float damageAdd = inSceneTowerLevel * INSCENE_TU_DAMAGE;
+            float damageAdd = inSceneTowerLevel;
 
             Debug.Log("Upgrade Tower name is:" + name);
 
diff --git a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
index 628e0c9..9ddc03f 100644
--- a/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
+++ b/Assets/Scripts/TowerDefense/UI/HUD/GameUI.cs
@@ -1658,7 +1658,7 @@
         /// <param name="x"></param>
         /// <param name="y"></param>
         /// <param name="val"></param>
-        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool doubleHit = false, bool poison = false)
+        public void generateBloodText(Vector3 wpos, float val, bool crit = false, bool poison = false)
         {
             if (Mathf.FloorToInt(val) == 0) return;
 
@@ -1680,8 +1680,6 @@
             {
                 tm.GetComponent<Transform>().SetParent(GameObject.Find("BattleMainUI").GetComponent<Transform>(), true);
                 string bloodStr = "";
-                if (doubleHit)
-                    bloodStr += "Dble!";
                 if (crit)
                     bloodStr += "Crt!";
                 bloodStr += "-";

--
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