using DarkTonic.MasterAudio; using DG.Tweening; using DragonLi.Core; using Mirror; using UnityEngine; public class PowerCore : Tower { //public cPowerEnergy cPowerEnergy; public GameObject[] explosions; public GameObject buffparticle; [SoundGroup] public string runningSound; [Server] public override void OnSpawn(int id, TowerType type, int lvl) { base.OnSpawn(id, type, lvl); DOVirtual.Float(0, 1, 5, (res) => { //cPowerEnergy._OpenShield = res; }); CoroutineTaskManager.Instance.WaitSecondTodo(() => { PlaySound(runningSound); }, 1f); } /// /// 死亡 /// public override void Die(object info, Transform _sender) { Debug.Log("基地被摧毁"); state = TowerState.Broken; ColliderComponent.enabled = false; ShowExplosion(); // 5秒后游戏结束 CoroutineTaskManager.Instance.WaitSecondTodo(() => { // GameManager.Ins.GameState = GameState.Failure; // GameManager.Ins.GameEnd(); }, 5f); } [ClientRpc] public void ShowExplosion() { buffparticle.SetActive(false); explosions[0].SetActive(true); explosions[1].SetActive(true); explosions[2].SetActive(true); } }