// 更新
    public override void Update()
    {
        if (m_StageData.Count == 0)
        {
            return;
        }

        // 是否可以产生
        m_CoolDown -= Time.deltaTime;
        if (m_CoolDown > 0)
        {
            return;
        }
        m_CoolDown = m_MaxCoolDown;

        // 取得上场的角色
        StageData theNewEnemy = GetEnemy();

        if (theNewEnemy == null)
        {
            return;
        }

        // 一次产生一个单位
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();

        Factory.CreateEnemy(theNewEnemy.emEnemy, theNewEnemy.emWeapon, m_SpawnPosition, m_AttackPosition);
    }
    //  執行
    public override void Execute()
    {
        // 建立Soldier
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();
        ISoldier          Soldier = Factory.CreateSoldier(m_emSoldier, m_emWeapon, m_Lv, m_Position);

        // 依機率產生前輟能力
        int Rate   = UnityEngine.Random.Range(0, 100);
        int AttrID = 0;

        if (Rate > 90)
        {
            AttrID = 13;
        }
        else if (Rate > 80)
        {
            AttrID = 12;
        }
        else if (Rate > 60)
        {
            AttrID = 11;
        }
        else
        {
            return;
        }

        // 加上字首能力
        //Debug.Log("加上前輟能力:"+AttrID);
        IAttrFactory AttrFactory = PBDFactory.GetAttrFactory();
        SoldierAttr  PreAttr     = AttrFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, AttrID, Soldier.GetSoldierValue());

        Soldier.SetCharacterAttr(PreAttr);
    }
    // 显示信息
    public void ShowInfo(ICamp Camp)
    {
        //Debug.Log("显示兵营信息");
        Show();
        m_Camp = Camp;

        // 名称
        m_CampNameTxt.text = m_Camp.GetName();
        // 训练花费
        m_TrainCostText.text = string.Format("AP:{0}", m_Camp.GetTrainCost());
        // 训练中信息
        ShowOnTrainInfo();
        // Icon
        IAssetFactory Factory = PBDFactory.GetAssetFactory();

        m_CampImage.sprite = Factory.LoadSprite(m_Camp.GetIconSpriteName());

        // 升級功能
        if (m_Camp.GetLevel() <= 0)
        {
            EnableLevelInfo(false);
        }
        else
        {
            EnableLevelInfo(true);
            m_CampLvTxt.text = string.Format("等级:" + m_Camp.GetLevel());
            ShowWeaponLv();            // 显示武器等级
        }
    }
    // 显示信息
    public void ShowInfo(ISoldier Soldier)
    {
        //Debug.Log("显示Soldier信息");
        m_Soldier = Soldier;
        if (m_Soldier == null || m_Soldier.IsKilled())
        {
            Hide();
            return;
        }
        Show();

        // 显示Soldier信息
        // Icon
        IAssetFactory Factory = PBDFactory.GetAssetFactory();

        m_Icon.sprite = Factory.LoadSprite(m_Soldier.GetIconSpriteName());
        // 名称
        m_NameTxt.text = m_Soldier.GetName();
        // 等级
        m_LvTxt.text = string.Format("等级:{0}", m_Soldier.GetSoldierValue().GetSoldierLv());
        // Atk
        m_AtkTxt.text = string.Format("攻击力:{0}", m_Soldier.GetWeapon().GetAtkValue());
        // Atk距离
        m_AtkRangeTxt.text = string.Format("攻击距离:{0}", m_Soldier.GetWeapon().GetAtkRange());
        // Speed
        m_SpeedTxt.text = string.Format("移动速度:{0}", m_Soldier.GetSoldierValue().GetMoveSpeed());;

        // 更新HP信息
        RefreshHPInfo();
    }
    // 顯示資訊
    public void ShowInfo(ISoldier Soldier)
    {
        //Debug.Log("顯示Soldier資訊");
        m_Soldier = Soldier;
        if (m_Soldier == null || m_Soldier.IsKilled())
        {
            Hide();
            return;
        }
        Show();

        // 顯示Soldier資訊
        // Icon
        IAssetFactory Factory = PBDFactory.GetAssetFactory();

        m_Icon.sprite = Factory.LoadSprite(m_Soldier.GetIconSpriteName());
        // 名稱
        m_NameTxt.text = m_Soldier.GetName();
        // 等級
        m_LvTxt.text = string.Format("等級:{0}", m_Soldier.GetSoldierValue().GetSoldierLv());
        // Atk
        m_AtkTxt.text = string.Format("攻擊力:{0}", m_Soldier.GetWeapon().GetAtkValue());
        // Atk距離
        m_AtkRangeTxt.text = string.Format("攻擊距離:{0}", m_Soldier.GetWeapon().GetAtkRange());
        // Speed
        m_SpeedTxt.text = string.Format("移動速度:{0}", m_Soldier.GetSoldierValue().GetMoveSpeed());;

        // 更新HP資訊
        RefreshHPInfo();
    }
Beispiel #6
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    // 加入武器
    public override void AddWeapon()
    {
        IWeaponFactory WeaponFactory = PBDFactory.GetWeaponFactory();
        IWeapon        Weapon        = WeaponFactory.CreateWeapon(m_BuildParam.emWeapon);

        // 设定给角色
        m_BuildParam.NewCharacter.SetWeapon(Weapon);
    }
Beispiel #7
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    // 载入Asset中的角色模型
    public override void LoadAsset(int GameObjectID)
    {
        IAssetFactory AssetFactory      = PBDFactory.GetAssetFactory();
        GameObject    SoldierGameObject = AssetFactory.LoadSoldier(m_BuildParam.NewCharacter.GetAssetName());

        SoldierGameObject.transform.position = m_BuildParam.SpawnPosition;
        SoldierGameObject.gameObject.name    = string.Format("Soldier[{0}]", GameObjectID);
        m_BuildParam.NewCharacter.SetGameObject(SoldierGameObject);
    }
    public override void SetCharacterAttr()
    {
        // 取得Enemy的數值
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        int          AttrID         = m_BuildParam.NewCharacter.GetAttrID();
        SoldierAttr  theSoldierAttr = theAttrFactory.GetSoldierAttr(AttrID);

        // 設定數值的計算策略
        theSoldierAttr.SetAttStrategy(new SoldierAttrStrategy());

        // 設定給角色
        m_BuildParam.NewCharacter.SetCharacterAttr(theSoldierAttr);
    }
Beispiel #9
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    // 播放音效
    public void PlaySound(string ClipName)
    {
        //  取得音效
        IAssetFactory Factory = PBDFactory.GetAssetFactory();
        AudioClip     theClip = Factory.LoadAudioClip(ClipName);

        if (theClip == null)
        {
            return;
        }
        m_Audio.clip = theClip;
        m_Audio.Play();
    }
    // 设定角色能力
    public override void SetCharacterAttr()
    {
        // 取得Enemy的数值
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        int          AttrID         = m_BuildParam.NewCharacter.GetAttrID();
        EnemyAttr    theEnemyAttr   = theAttrFactory.GetEnemyAttr(AttrID);

        // 设定数值的计算策略
        theEnemyAttr.SetAttStrategy(new EnemyAttrStrategy());

        // 设定给角色
        m_BuildParam.NewCharacter.SetCharacterAttr(theEnemyAttr);
    }
Beispiel #11
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    // 播放特效
    public void PlayEffect(string EffectName)
    {
        //  取得特效
        IAssetFactory Factory   = PBDFactory.GetAssetFactory();
        GameObject    EffectObj = Factory.LoadEffect(EffectName);

        if (EffectObj == null)
        {
            return;
        }

        // 加入
        UnityTool.Attach(m_GameObject, EffectObj, Vector3.zero);
    }
Beispiel #12
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    public override void Execute()
    {
        // 先产生Enemy
        ICharacterFactory Factory  = PBDFactory.GetCharacterFactory();
        IEnemy            theEnemy = Factory.CreateEnemy(m_emEnemy, ENUM_Weapon.Gun, m_Position, Vector3.zero);

        // 再建立俘兵(轉接器)
        SoldierCaptive NewSoldier = new SoldierCaptive(theEnemy);

        // 移除Enemy
        m_PBDGame.RemoveEnemy(theEnemy);

        // 加入Soldier
        m_PBDGame.AddSoldier(NewSoldier);
    }
Beispiel #13
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    // 设定角色能力
    public override void SetCharacterAttr()
    {
        // 取得Soldier的数值
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        int          AttrID         = m_BuildParam.NewCharacter.GetAttrID();
        SoldierAttr  theSoldierAttr = theAttrFactory.GetSoldierAttr(AttrID);

        // 设定
        theSoldierAttr.SetAttStrategy(new SoldierAttrStrategy());

        // 设定等级
        theSoldierAttr.SetSoldierLv(m_BuildParam.Lv);

        // 设定给角色
        m_BuildParam.NewCharacter.SetCharacterAttr(theSoldierAttr);
    }
Beispiel #14
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    // 建立武器
    public override IWeapon CreateWeapon(ENUM_Weapon emWeapon)
    {
        IWeapon pWeapon   = null;
        string  AssetName = "";         // Unity模型名称
        int     AttrID    = 0;          // 武器的能力值

        // 依武器
        switch (emWeapon)
        {
        case ENUM_Weapon.Gun:
            pWeapon   = new WeaponGun();
            AssetName = "WeaponGun";
            AttrID    = 1;
            break;

        case ENUM_Weapon.Rifle:
            pWeapon   = new WeaponRifle();
            AssetName = "WeaponRifle";
            AttrID    = 2;
            break;

        case ENUM_Weapon.Rocket:
            pWeapon   = new WeaponRocket();
            AssetName = "WeaponRocket";
            AttrID    = 3;
            break;

        default:
            Debug.LogWarning("CreateWeapon:无法建立[" + emWeapon + "]");
            return(null);
        }

        // 产生Asset
        IAssetFactory AssetFactory    = PBDFactory.GetAssetFactory();
        GameObject    WeaponGameObjet = AssetFactory.LoadWeapon(AssetName);

        pWeapon.SetGameObject(WeaponGameObjet);

        // 取得武器的威力
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        WeaponAttr   theWeaponAttr  = theAttrFactory.GetWeaponAttr(AttrID);

        // 设定武器的威力
        pWeapon.SetWeaponAttr(theWeaponAttr);

        return(pWeapon);
    }
    // 顯示音效
    protected void ShowSoundEffect(string ClipName)
    {
        if (m_Audio == null)
        {
            return;
        }

        //  取得音效
        IAssetFactory Factory = PBDFactory.GetAssetFactory();
        AudioClip     theClip = Factory.LoadAudioClip(ClipName);

        if (theClip == null)
        {
            return;
        }
        m_Audio.clip = theClip;
        m_Audio.Play();
    }
    // Update is called once per frame
    void UnitTest_CharacterCreate()
    {
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();

        // 建立Soldier
        ISoldier theSoldier = Factory.CreateSoldier(ENUM_Soldier.Rookie, ENUM_Weapon.Gun, 1, new Vector3(0, 0, 0));

        // 建立Enemy
        IEnemy theEnemy = Factory.CreateEnemy(ENUM_Enemy.Elf, ENUM_Weapon.Rocket, new Vector3(0, 0, 0), new Vector3(100, 0, 0));

        // 建立俘兵
        ISoldier theCaptive = new SoldierCaptive(theEnemy);

        // Soldier打Enemy
        //theSoldier.Attack( theEnemy );

        // Enemy打Soldier
        //theEnemy.Attack( theSoldier );
    }
Beispiel #17
0
    // 增加勋章
    public virtual void AddMedal()
    {
        if (m_MedalCount >= MAX_MEDAL)
        {
            return;
        }

        // 增加勋章
        m_MedalCount++;
        // 取得对应的勋章加乘值
        int AttrID = m_MedalCount + MEDAL_VALUE_ID;

        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();

        // 加上字尾能力
        SoldierAttr SufAttr = theAttrFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, AttrID, m_Attribute as SoldierAttr);

        SetCharacterAttr(SufAttr);
    }
    // Soldier能力
    void UnitTest_SoldierValue()
    {
        ICharacterFactory Factory = PBDFactory.GetCharacterFactory();

        // 建立Soldier
        ISoldier theSoldier = Factory.CreateSoldier(ENUM_Soldier.Rookie, ENUM_Weapon.Gun, 1, new Vector3(0, 0, 0));

        // 加上前輟能力
        IAttrFactory ValueFactory = PBDFactory.GetAttrFactory();
        SoldierAttr  PreAttr      = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theSoldier.GetSoldierValue());

        theSoldier.SetCharacterAttr(PreAttr);

        // 加上後輟能力
        SoldierAttr SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theSoldier.GetSoldierValue());

        theSoldier.SetCharacterAttr(SufValue);

        // 建立Enemy
        IEnemy theEnemy = Factory.CreateEnemy(ENUM_Enemy.Elf, ENUM_Weapon.Rocket, new Vector3(0, 0, 0), new Vector3(100, 0, 0));

        // 建立俘兵
        ISoldier theCaptive = new SoldierCaptive(theEnemy);

        // 加上前輟能力
        PreAttr = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Prefix, 11, theCaptive.GetSoldierValue());
        theCaptive.SetCharacterAttr(PreAttr);

        // 加上後輟能力
        SufValue = ValueFactory.GetEliteSoldierAttr(ENUM_AttrDecorator.Suffix, 21, theCaptive.GetSoldierValue());
        theCaptive.SetCharacterAttr(SufValue);

        // Soldier打Enemy
        //theSoldier.Attack( theEnemy );

        // Enemy打Soldier
        //theEnemy.Attack( theSoldier );
    }