diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Unit/Data/UnitFightData.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Unit/Data/UnitFightData.cs index 5a194872fc4..ae84a6eb06a 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Unit/Data/UnitFightData.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Unit/Data/UnitFightData.cs @@ -141,7 +141,11 @@ namespace Gameplay.Unit.Data /// /// 最大弹药量 /// - public ObscuredInt maxBulletCount; + public ObscuredInt maxBulletCount + { + get; + set; + } public ObscuredInt baseMaxBulletCount; public ObscuredFloat criticalRate = 0f; diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BaseBattery.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BaseBattery.cs index b6c6371b62e..db2e039ec67 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BaseBattery.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BaseBattery.cs @@ -30,7 +30,11 @@ namespace Gameplay.Vehicle public DataBattery rawConfig; - public int remainBulletCount; + public int remainBulletCount + { + get; + set; + } public GameUnit lockEnemy; @@ -53,7 +57,6 @@ namespace Gameplay.Vehicle { throw new Exception("炮台必须挂载在NormalVehicle上"); } - remainBulletCount = this.owner.fightData.maxBulletCount; rawConfig = TableManager.Instance.Tables.BatteryConfig.GetOrDefault(owner.configData.weaponId); } @@ -91,9 +94,15 @@ namespace Gameplay.Vehicle public void Init() { + _InitProp(); _InitFsm(); } + private void _InitProp() + { + remainBulletCount = owner.fightData.maxBulletCount; + } + public bool RotateTower(GameUnit targetEnemy, float dt) { if (rotateTrans == null) diff --git a/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BatteryStateShoot.cs b/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BatteryStateShoot.cs index 8e3abe47e8d..d1e4235956c 100644 --- a/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BatteryStateShoot.cs +++ b/ProjectNLD/Assets/Code/Scripts/Gameplay/Vehicle/Battery/BatteryStateShoot.cs @@ -127,7 +127,7 @@ namespace Gameplay.Vehicle var fireEffectId = rawWeaponConfig.FireEffectId; if (fireEffectId > 0) { - var rot = rootObj.transform.rotation; + var rot = fireTrans.rotation; EffectManager.instance.PlayEffectById(fireEffectId, fireTrans.position, rot, fireTrans); } @@ -136,8 +136,7 @@ namespace Gameplay.Vehicle { var firePos = fireTrans.position; firePos.y = 0.1f; - var rot = rootObj.transform.rotation; - EffectManager.instance.PlayEffectById(groundEffectId, firePos, rot); + EffectManager.instance.PlayEffectById(groundEffectId, firePos); } var lineEffectId = rawWeaponConfig.FlyEffectId;