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m_SizeDelta: {x: 264, y: 349} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &514399549474802177 CanvasRenderer: @@ -2127,10 +2127,10 @@ RectTransform: m_Father: {fileID: 8646173537342263721} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 1} - m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 132, y: -174.5} - m_SizeDelta: {x: 264, y: 349} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &1106133910927903845 CanvasRenderer: @@ -2432,10 +2432,10 @@ RectTransform: m_Father: {fileID: 8646173537342263721} m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 1} - m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 380.34, y: -174.5} - m_SizeDelta: {x: 264, y: 349} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &6130671505914922423 CanvasRenderer: @@ -6405,10 +6405,10 @@ RectTransform: m_Father: {fileID: 8646173537015180660} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} - m_AnchorMin: {x: 0, y: 1} - m_AnchorMax: {x: 0, y: 1} - m_AnchoredPosition: {x: 132, y: -174.5} - m_SizeDelta: {x: 264, y: 349} + m_AnchorMin: {x: 0, y: 0} + m_AnchorMax: {x: 0, y: 0} + m_AnchoredPosition: {x: 0, y: 0} + m_SizeDelta: {x: 0, y: 0} m_Pivot: {x: 0.5, y: 0.5} --- !u!222 &8646173537325353418 CanvasRenderer: diff --git a/meng_yao/Assets/script/A_Fight/SpawnPool.cs b/meng_yao/Assets/script/A_Fight/SpawnPool.cs index 3abf0505..a2197404 100644 --- a/meng_yao/Assets/script/A_Fight/SpawnPool.cs +++ b/meng_yao/Assets/script/A_Fight/SpawnPool.cs @@ -92,12 +92,10 @@ public class SpawnPool : Base void Start() { - //this.StartSpawning(); + Base.GlobalObj.GetComponent().OnGamePlay += this.StartSpawning; - //currentWave = MengyaoInfo.Instance.m_WaveData[0].AffiliatedWaveNumber; - //GenerateQuantity = MengyaoInfo.Instance.m_WaveData[0].EnemyStatistics[0].EnemyAttributes.Count; - ////GenerationIntervalOfOne = MengyaoInfo.Instance.m_WaveData[0].EnemyStatistics[0]. + } public void UpdateNodeList() { @@ -234,15 +232,7 @@ public class SpawnPool : Base } - // 当池子中敌人死亡或者被回收时,将其回收到池中 - public void ReturnEnemyToPool(GameObject enemy) - { - //enemy.GetComponent().mycollider.enabled = false; - enemy.SetActive(false); // 禁用敌人对象 - EnemyPool.Return(enemy); // 将敌人回收到池中 - Enemys.Remove(enemy); - - } + private void OnDisable() {