public override void LoadAsset() { IAssetFactory Factory = PBDGFactory.GetAssetFactory(); GameObject soliderGameObject = Factory.CreatSolider("prefab", m_buildParam.AssetName); soliderGameObject.transform.position = m_buildParam.Position; soliderGameObject.gameObject.name = "Soldier"; m_buildParam.NewBuding.SetGameObject(soliderGameObject); if (m_pBDG != null) { m_pBDG.AddSolider(m_buildParam.NewBuding as ISolider); m_pBDG.Add(soliderGameObject, "工兵"); } }
public CampSystem(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { //数据可以是在配置表中取 //兵营 Camp camp1 = new Camp("Camp", 5, 2000, "Camp", "RookieCamp", false, "工兵"); Camp camp2 = new Camp("Camp", 5, 2000, "Camp", "RookieCamp", false, "坦克"); //所有数据先初始化 campsList.Add(camp1); campsList.Add(camp2); for (int i = 0; i < 10; i++) { IAssetFactory factory = PBDGFactory.GetAssetFactory(); GameObject temp = factory.CreatBuding("CaptiveCamp"); temp.transform.position = new Vector3(Random.Range(-50, 50), 3.7f, Random.Range(-50, 50)); pBDG_Game.Add(temp, "建筑物"); } }