diff --git a/Assets/GameAssets/Prefabs/Bullet/1.prefab b/Assets/GameAssets/Prefabs/Bullet/1.prefab
index 8d70f79..f312cc6 100644
--- a/Assets/GameAssets/Prefabs/Bullet/1.prefab
+++ b/Assets/GameAssets/Prefabs/Bullet/1.prefab
@@ -28,7 +28,8 @@ Transform:
m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
m_LocalPosition: {x: 0, y: 0, z: 0}
m_LocalScale: {x: 1, y: 1, z: 1}
- m_Children: []
+ m_Children:
+ - {fileID: 6273990009438270686}
m_Father: {fileID: 0}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
@@ -91,8 +92,89 @@ BoxCollider:
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 3926400312630769306}
m_Material: {fileID: 0}
- m_IsTrigger: 0
+ m_IsTrigger: 1
m_Enabled: 1
serializedVersion: 2
m_Size: {x: 0.5, y: 0.5, z: 0.5}
m_Center: {x: 0, y: 0, z: 0}
+--- !u!1 &6862467690558022025
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+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
+ m_PrefabInstance: {fileID: 0}
+ m_PrefabAsset: {fileID: 0}
+ serializedVersion: 6
+ m_Component:
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+ m_Name: Capsule
+ m_TagString: Untagged
+ m_Icon: {fileID: 0}
+ m_NavMeshLayer: 0
+ m_StaticEditorFlags: 0
+ m_IsActive: 1
+--- !u!4 &6273990009438270686
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+ m_CorrespondingSourceObject: {fileID: 0}
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+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 6862467690558022025}
+ m_LocalRotation: {x: 0, y: 0, z: 0, w: 1}
+ m_LocalPosition: {x: 0, y: 0, z: 0}
+ m_LocalScale: {x: 0.2, y: 0.2, z: 0.2}
+ m_Children: []
+ m_Father: {fileID: 1694234330929003566}
+ m_RootOrder: 0
+ m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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+ m_PrefabAsset: {fileID: 0}
+ m_GameObject: {fileID: 6862467690558022025}
+ m_Mesh: {fileID: 10208, guid: 0000000000000000e000000000000000, type: 0}
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+ m_PrefabAsset: {fileID: 0}
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diff --git a/Assets/GameAssets/ScriptableObjectCfg/BulletCfg.meta b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg.meta
new file mode 100644
index 0000000..62914df
--- /dev/null
+++ b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 8a238977bf9e79e449ad714592bd3539
+folderAsset: yes
+DefaultImporter:
+ externalObjects: {}
+ userData:
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diff --git a/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/1.asset b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/1.asset
new file mode 100644
index 0000000..bb9b022
--- /dev/null
+++ b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/1.asset
@@ -0,0 +1,42 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
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+ bCicircular: 0.5
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+ Speed: 5
+ sprite: {fileID: 0}
+ AfterFireAngle: 10
+ bCicircular: 0.5
+ LimitNum: 10
+ - StartTime: 1.2
+ StartAngle: 0
+ IntervalTime: 0.1
+ IntervalAngle: 20
+ Speed: 5
+ sprite: {fileID: 0}
+ AfterFireAngle: 10
+ bCicircular: 0.5
+ LimitNum: 10
diff --git a/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/1.asset.meta b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/1.asset.meta
new file mode 100644
index 0000000..f2e1cbc
--- /dev/null
+++ b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/1.asset.meta
@@ -0,0 +1,8 @@
+fileFormatVersion: 2
+guid: 6ec85d61b8d0edd498cc2ba2ae16556e
+NativeFormatImporter:
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diff --git a/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/2.asset b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/2.asset
new file mode 100644
index 0000000..effa9b7
--- /dev/null
+++ b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/2.asset
@@ -0,0 +1,51 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
+--- !u!114 &11400000
+MonoBehaviour:
+ m_ObjectHideFlags: 0
+ m_CorrespondingSourceObject: {fileID: 0}
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+ m_PrefabAsset: {fileID: 0}
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+ m_EditorHideFlags: 0
+ m_Script: {fileID: 11500000, guid: 066a4514947a39a4cb32a81dc2c9166d, type: 3}
+ m_Name: 2
+ m_EditorClassIdentifier:
+ TaskList:
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+ StartAngle: 180
+ IntervalTime: 0.1
+ IntervalAngle: -20
+ Speed: 5
+ sprite: {fileID: 0}
+ AfterFireAngle: 10
+ bCicircular: 0.5
+ LimitNum: 10
+ - StartTime: 0.1
+ StartAngle: 180
+ IntervalTime: 0.1
+ IntervalAngle: -20
+ Speed: 5
+ sprite: {fileID: 0}
+ AfterFireAngle: 10
+ bCicircular: 0.5
+ LimitNum: 10
+ - StartTime: 0.2
+ StartAngle: 180
+ IntervalTime: 0.1
+ IntervalAngle: -20
+ Speed: 5
+ sprite: {fileID: 0}
+ AfterFireAngle: 10
+ bCicircular: 0.5
+ LimitNum: 10
+ - StartTime: 0.3
+ StartAngle: 180
+ IntervalTime: 0.1
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+ Speed: 5
+ sprite: {fileID: 0}
+ AfterFireAngle: 10
+ bCicircular: 0.5
+ LimitNum: 10
diff --git a/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/2.asset.meta b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/2.asset.meta
new file mode 100644
index 0000000..eee739d
--- /dev/null
+++ b/Assets/GameAssets/ScriptableObjectCfg/BulletCfg/2.asset.meta
@@ -0,0 +1,8 @@
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diff --git a/Assets/Scripts/Main/Common/Common.cs b/Assets/Scripts/Main/Common/Common.cs
index 0ff69f7..83adcaf 100644
--- a/Assets/Scripts/Main/Common/Common.cs
+++ b/Assets/Scripts/Main/Common/Common.cs
@@ -22,13 +22,35 @@ namespace Game
return false;
}
-
#region 弹幕
static public string GetBulletProfabPath(string Name)
{
return $"Assets/GameAssets/Prefabs/Bullet/{Name}.prefab"; ;
}
+
+ static public string GetBulletCfgPath(string Name)
+ {
+ return "Assets/GameAssets/ScriptableObjectCfg/BulletCfg/" + Name + ".asset"; ;
+ }
+
#endregion
+
+ ///
+ /// 根据角度算向量
+ ///
+ ///
+ static public Vector3 GetVecForAngleXZ(float angle)
+ {
+ return new Vector3(100 * Mathf.Cos(angle * Mathf.PI / 180), 0,100 * Mathf.Sin(angle * Mathf.PI / 180)).normalized;
+ }
+ ///
+ /// 根据角度算向量
+ ///
+ ///
+ static public Vector3 GetVecForAngleXY(float angle)
+ {
+ return new Vector3(100 * Mathf.Cos(angle * Mathf.PI / 180),100 * Mathf.Sin(angle * Mathf.PI / 180),0).normalized;
+ }
}
}
\ No newline at end of file
diff --git a/Assets/Scripts/Main/CustomsComponent/MainPlayerComponent.cs b/Assets/Scripts/Main/CustomsComponent/MainPlayerComponent.cs
index fc05798..c5a7bde 100644
--- a/Assets/Scripts/Main/CustomsComponent/MainPlayerComponent.cs
+++ b/Assets/Scripts/Main/CustomsComponent/MainPlayerComponent.cs
@@ -55,6 +55,10 @@ namespace Game
void Update()
{
Update_MoveForInput();
+
+ //test
+ if (Input.GetKeyDown(KeyCode.Z)) GamePlayEntry.BulletMgr.AddBulletRun(GamePlayEntry.MainPlayer.Player.transform.position, "1");
+ if (Input.GetKeyDown(KeyCode.X)) GamePlayEntry.BulletMgr.AddBulletRun(GamePlayEntry.MainPlayer.Player.transform.position, "2");
}
public void LoadPlayer()
diff --git a/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/BulletMgrNoMono.cs b/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/BulletMgrNoMono.cs
index 4c7a655..f01eed9 100644
--- a/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/BulletMgrNoMono.cs
+++ b/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/BulletMgrNoMono.cs
@@ -5,6 +5,9 @@ using Axibug.Resources;
using System.Collections.Generic;
using System.Diagnostics.SymbolStore;
using System.Runtime.Remoting.Metadata.W3cXsd2001;
+using System.Linq;
+using Axibug;
+using UnityEditor.Graphs;
namespace Game
{
@@ -28,7 +31,8 @@ namespace Game
public override void FixedUpdate()
{
-
+ FixedUpdate_BullteCheck();
+ FixedUpdate_BullteFly();
}
public override void OnApplicationPause()
@@ -41,11 +45,205 @@ namespace Game
}
#endregion
- void NewBullet()
+ #region 执行
+ class BulletRunState
+ {
+ public Vector3 CenterPos;
+ public float RunStartTime;
+ public BulletGroupCfg cfgs;
+ public bool[] Task_bStart;
+ public bool[] Task_bFinish;
+ public float[] Task_LastDoTime;
+ public int[] Task_Num;
+ public float[] Task_LastAngle;
+ }
+
+ List _BulletRunList = new List();
+ List Temp_RemoveRun = new List();
+
+ public void AddBulletRun(Vector3 CenterPos,string BulletCfgName)
+ {
+ string path = Common.GetBulletCfgPath(BulletCfgName);
+ BulletGroupCfg cfg = GamePlayEntry.Resources.LoadAsset(path) as BulletGroupCfg;
+ AddBulletRun(CenterPos, cfg);
+ }
+
+ public void AddBulletRun(Vector3 CenterPos, BulletGroupCfg cfg)
+ {
+ BulletRunState run = new BulletRunState();
+ run.CenterPos = CenterPos;
+ run.RunStartTime = Time.time;
+ run.cfgs = cfg;
+
+ int taskcount = cfg.TaskList.Count;
+ run.Task_bStart = new bool[taskcount];
+ run.Task_bFinish = new bool[taskcount];
+ run.Task_LastDoTime = new float[taskcount];
+ run.Task_Num = new int[taskcount];
+ run.Task_LastAngle = new float[taskcount];
+ for (int i = 0; i < cfg.TaskList.Count; i++)
+ {
+ run.Task_bStart[i] = false;
+ run.Task_bFinish[i] = false;
+ run.Task_LastDoTime[i] = -1f;
+ run.Task_LastAngle[i] = 0;
+ run.Task_Num[i] = 0;
+ }
+ _BulletRunList.Add(run);
+ }
+
+
+ void FixedUpdate_BullteCheck()
+ {
+ Temp_RemoveRun.Clear();
+ for (int i = 0; i < _BulletRunList.Count; i++)
+ {
+ BulletRunState run = _BulletRunList[i];
+ //没有未完成
+ if (!run.Task_bFinish.Contains(false))
+ {
+ Temp_RemoveRun.Add(run);
+ continue;
+ }
+
+ for (int j = 0; j < run.Task_bFinish.Length; j++)
+ {
+ //已完成
+ if (run.Task_bFinish[j]) continue;
+
+ BulletGroupCfg_Task onecfg = run.cfgs.TaskList[j];
+ bool bFrie = false;
+ bool bFrist = false;
+ //未开始 判断开始时间
+ if (!run.Task_bStart[j])
+ {
+ if (Time.time - run.RunStartTime > onecfg.StartTime)
+ {
+ run.Task_bStart[j] = true;
+ bFrist = true;
+ bFrie = true;
+ }
+ }
+ else//未开始 判断间隔时间
+ {
+ if (Time.time - run.Task_LastDoTime[j]> onecfg.IntervalTime)
+ {
+ run.Task_bStart[j] = true;
+ bFrie = true;
+ }
+ }
+
+ //如果发射才执行
+ if (!bFrie) continue;
+
+ float FrieAngle;
+ if (bFrist)//如果是第一次
+ {
+ FrieAngle = onecfg.StartAngle;
+ }
+ else//不是第一次
+ {
+ FrieAngle = run.Task_LastAngle[j] + onecfg.IntervalAngle;
+ }
+ //修正角度(?可能求余 好一些?
+ if (FrieAngle > 360) FrieAngle -= 360;
+ if (FrieAngle < -360) FrieAngle += 360;
+
+ run.Task_LastAngle[j] = FrieAngle;
+ run.Task_LastDoTime[j] = Time.time;
+ run.Task_Num[j]++;
+
+ //TODO 发射
+ //FrieAngle + onecfg.AfterFireAngle;
+ AddBulletFly(run.CenterPos, onecfg, FrieAngle + onecfg.AfterFireAngle);
+
+ AxibugLog.Debug("发送弹幕");
+
+ //判断是否结束
+ if (onecfg.bCicircular > 0)//按照圈数
+ {
+ if (Mathf.Abs(run.Task_Num[j] * onecfg.IntervalAngle) / 360f >= onecfg.bCicircular)
+ run.Task_bFinish[j] = true;
+ }
+ else//不按照圈数,按照数量
+ {
+ if (run.Task_Num[j] >= onecfg.LimitNum)
+ run.Task_bFinish[j] = true;
+ }
+ }
+ }
+
+ if (Temp_RemoveRun.Count > 0)
+ {
+ for (int i = 0; i < Temp_RemoveRun.Count; i++)
+ {
+ _BulletRunList.Remove(Temp_RemoveRun[i]);
+ }
+ Temp_RemoveRun.Clear(); ;
+ }
+ }
+
+ #endregion
+
+ #region 管理产生的Bullte
+ class BulletFlyState
+ {
+ public Vector3 StartPos;
+ public float StartTime;
+ public float Speed;
+ public Vector3 Dir;
+ public GameObject go;
+ }
+
+ const float BulletMaxTime = 5f;
+ List _BulletFlyStateList = new List();
+ List Temp_RemoveFly = new List();
+
+ public void FixedUpdate_BullteFly()
+ {
+ Temp_RemoveFly.Clear();
+ for (int i = 0; i < _BulletFlyStateList.Count; i++)
+ {
+ BulletFlyState fly = _BulletFlyStateList[i];
+ if (Time.time - fly.StartTime > BulletMaxTime)
+ {
+ Temp_RemoveFly.Add(fly);
+ continue;
+ }
+ //飞行移动
+ fly.go.transform.position += Time.deltaTime * fly.Speed * fly.Dir;
+ }
+
+ if (Temp_RemoveFly.Count > 0)
+ {
+ for (int i = 0; i < Temp_RemoveFly.Count; i++)
+ {
+ //回池
+ Temp_RemoveFly[i].go.SetActive(false);
+ _BulletFlyStateList.Remove(Temp_RemoveFly[i]);
+ }
+ Temp_RemoveFly.Clear();
+ }
+ }
+
+ void AddBulletFly(Vector3 Center, BulletGroupCfg_Task cfg,float FrieAngle)
{
GameObject obj = _BulletPool.GetAnyHide();
- obj.GetHashCode();
+ //TODO sprite
+ //TODO 音效
+ //TODO 发射位置偏移(距离中心位置偏移距离
+ obj.transform.position = Center;
+
+ _BulletFlyStateList.Add(new BulletFlyState()
+ {
+ Speed = cfg.Speed,
+ StartPos = Center,
+ StartTime = Time.time,
+ Dir = Common.GetVecForAngleXY(FrieAngle),
+ go = obj
+ });
}
+ #endregion
}
}
diff --git a/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/RoleMgrNoMono.cs b/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/RoleMgrNoMono.cs
index 2961998..a01ba42 100644
--- a/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/RoleMgrNoMono.cs
+++ b/Assets/Scripts/Main/CustomsComponent/NoMonoBehaviour/RoleMgrNoMono.cs
@@ -24,7 +24,6 @@ namespace Game
private float temp_RequestTime = 0;
private int mRoleIdSeed = 0;
-
#region 生命周期
public RoleMgrNoMono(string Name, Transform trans = null) : base(Name, trans)
{
diff --git a/Assets/Scripts/Main/Definition/ScriptableObject/BulletGroupCfg.cs b/Assets/Scripts/Main/Definition/ScriptableObject/BulletGroupCfg.cs
new file mode 100644
index 0000000..847597e
--- /dev/null
+++ b/Assets/Scripts/Main/Definition/ScriptableObject/BulletGroupCfg.cs
@@ -0,0 +1,59 @@
+using System;
+using System.Collections;
+using System.Collections.Generic;
+using UnityEngine;
+
+[CreateAssetMenu(fileName = "BulletGroupCfg", menuName = "ScriptableObject/创建BulletGroupCfg", order = 0)]
+public class BulletGroupCfg : ScriptableObject
+{
+ public List TaskList;
+
+ public BulletGroupCfg()
+ {
+ TaskList = new List();
+ }
+}
+
+[Serializable]
+public class BulletGroupCfg_Task
+{
+ ///
+ /// 开始时间(距离释放时间)
+ ///
+ public float StartTime;
+
+ ///
+ /// 开始角度
+ ///
+ public float StartAngle;
+
+ ///
+ /// 每次间隔时间
+ ///
+ public float IntervalTime;
+ ///
+ /// 每次间隔角度
+ ///
+ public float IntervalAngle;
+
+ ///
+ /// 速度
+ ///
+ public float Speed = 5;
+
+ public Sprite sprite;
+ ///
+ /// 发射后的相对角度
+ ///
+ public float AfterFireAngle;
+
+ ///
+ /// 是否圆周 [0]不使用圆周限制 [1] [2] [3] 限制周数
+ ///
+ public float bCicircular;
+
+ ///
+ /// 最大数量(如果不是圆)
+ ///
+ public float LimitNum;
+}
diff --git a/Assets/Scripts/Main/Definition/ScriptableObject/BulletGroupCfg.cs.meta b/Assets/Scripts/Main/Definition/ScriptableObject/BulletGroupCfg.cs.meta
new file mode 100644
index 0000000..93d1ba7
--- /dev/null
+++ b/Assets/Scripts/Main/Definition/ScriptableObject/BulletGroupCfg.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 066a4514947a39a4cb32a81dc2c9166d
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/Assets/Scripts/Main/Definition/ScriptableObject/MapMonsterCfg.cs b/Assets/Scripts/Main/Definition/ScriptableObject/MapMonsterCfg.cs
index 4461a8f..d57fa45 100644
--- a/Assets/Scripts/Main/Definition/ScriptableObject/MapMonsterCfg.cs
+++ b/Assets/Scripts/Main/Definition/ScriptableObject/MapMonsterCfg.cs
@@ -3,7 +3,7 @@ using System.Collections;
using System.Collections.Generic;
using UnityEngine;
-[CreateAssetMenu(fileName = "BulletData", menuName = "ScriptableObject/子弹数据", order = 0)]
+[CreateAssetMenu(fileName = "MapMonsterCfg", menuName = "ScriptableObject/创建MapMonsterCfg", order = 0)]
public class MapMonsterCfg : ScriptableObject
{
public int MapID;
diff --git a/Assets/Scripts/Main/ObjPool/PrefabPoolForPath.cs b/Assets/Scripts/Main/ObjPool/PrefabPoolForPath.cs
index 7de4920..6ec76d8 100644
--- a/Assets/Scripts/Main/ObjPool/PrefabPoolForPath.cs
+++ b/Assets/Scripts/Main/ObjPool/PrefabPoolForPath.cs
@@ -57,6 +57,7 @@ public class PrefabPoolForPath
mb_vParentTf = tfParent;
switch (mb_vPrefabType)
{
+ case E_PREFAB_TYPE.NONE:
case E_PREFAB_TYPE.EFFECT:
mb_vPrefabPath = prefabPath;
break;