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敌方死亡后特效

SZAND\msx_2 vor 3 Monaten
Ursprung
Commit
f715c44d4b

+ 10 - 10
ActionTowerDefense/Assets/Scripts/Characters/AttackController.cs

@@ -241,13 +241,13 @@ public class AttackController : MonoBehaviour
     [Header("所有攻击帧事件及时间")]
     public List<SpineAniKey> attackKeys;
     public List<float> keyTimes;                    //所有的帧事件时间
-    [DisplayOnly]
+    [HideInInspector]
     public float attackTime;                        //攻击剩余时间
-    [DisplayOnly]
+    [HideInInspector]
     public float attackKeyCount;                    //攻击进行时间
-    [DisplayOnly]
+    [HideInInspector]
     public float nextStartKeyTime, nextEndKeyTime;
-    [DisplayOnly]
+    [HideInInspector]
     public int curKeyNum;                           //当前锁定到第几个帧事件
 
     [Header("攻击类型")]
@@ -256,17 +256,17 @@ public class AttackController : MonoBehaviour
     [Header("攻击参数")]
     [LabelText("攻击间隔")]
     public float attackInterval;
-    [DisplayOnly]
+    [HideInInspector]
     public int curDamage;
-    [DisplayOnly]
+    [HideInInspector]
     public bool canHitFly;
-    [DisplayOnly]
+    [HideInInspector]
     public AttackInfo attackInfo;
-    [DisplayOnly]
+    [HideInInspector]
     public GameObject addAttackEffect;
-    [DisplayOnly]
+    [HideInInspector]
     public SpecialSkills skill;
-    [DisplayOnly]
+    [HideInInspector]
     public float attackDistance;
 
     [Header("攻击范围")]

+ 6 - 0
ActionTowerDefense/Assets/Scripts/Characters/Enemy.cs

@@ -37,6 +37,8 @@ public class Enemy : MoveCharacter
     [Header("敌方单位属性")]
     [LabelText("击杀提供的经验值")]
     public EnemyTag tag;
+    [LabelText("死亡特效")]
+    public GameObject dieEffect;
     public int exp;
     public string name;
     public int baseSortingOrder;
@@ -535,6 +537,10 @@ public class Enemy : MoveCharacter
                         SoldierType st = killer.GetComponent<Demonic>().soldierType;
                         SoldierEXP.expInstance.AddEXP(st, (int)(exp * LevelSelect.EXPRatio + 0.5f));
                     }
+                    if (dieEffect)
+                    {
+                        PoolManager.Instantiate(dieEffect, transform.position);
+                    }
                     gameObject.SetActive(false);
                     break;
                 }