void OnStageChange_ProduceSpeedUp(int level) { if (level == 0) { if (stateBuffLevel_produceSpeed != null) { if (stateBuffLevel_produceSpeed != null) { stateBuffLevel_produceSpeed.Release(); } stateBuffLevel_produceSpeed = null; } } else { if (stateBuffLevel_produceSpeed != null) { stateBuffLevel_produceSpeed.SetLevel(level, legionData.colorId); } else { GameObject go = War.pool.stateBuffProduceSpeedUp.Get(); stateBuffLevel_produceSpeed = go.GetComponent <AbstateStateBuffLevel>(); stateBuffLevel_produceSpeed.SetLevel(level, legionData.colorId); go.transform.SetParent(transform, false); go.transform.localPosition = Vector3.zero; go.transform.localEulerAngles = Vector3.zero; go.SetActive(true); } } }
void AddBuff(Buff buff) { GameObject go; switch (buff) { case Buff.None: shadow.enabled = true; break; case Buff.Attack_Up: go = War.pool.stateBuffAtkUp.Get(); stateBuffLevel_atk = go.GetComponent <AbstateStateBuffLevel>(); stateBuffLevel_atk.SetLevel(stateAtkUp, legionData.colorId); go.transform.SetParent(angleAnchor, false); go.transform.localPosition = Vector3.zero; go.transform.localEulerAngles = Vector3.zero; go.SetActive(true); break; case Buff.MoveSpeed_Up: go = War.pool.stateBuffMoveSpeedUp.Get(); stateBuffLevel_moveSpeed = go.GetComponent <AbstateStateBuffLevel>(); stateBuffLevel_moveSpeed.SetLevel(stateMoveSpeedUp, legionData.colorId); go.transform.SetParent(angleAnchor, false); go.transform.localPosition = Vector3.zero; go.transform.localEulerAngles = Vector3.zero; go.SetActive(true); break; } }
void RemoveBuff(Buff buff) { switch (buff) { case Buff.None: shadow.enabled = false; break; case Buff.Attack_Up: if (stateBuffLevel_atk != null) { stateBuffLevel_atk.Release(); } stateBuffLevel_atk = null; break; case Buff.MoveSpeed_Up: if (stateBuffLevel_moveSpeed != null) { stateBuffLevel_moveSpeed.Release(); } stateBuffLevel_moveSpeed = null; break; } }
public override void OnRelease() { base.OnRelease(); stateAtkUp = 0; stateMoveSpeedUp = 0; _stateAtkUp = 0; _stateMoveSpeedUp = 0; _isHitFly = false; buff = Buff.None; _buff = Buff.None; if (effect != null) { effect.gameObject.SetActive(false); } shadow.enabled = true; if (stateBuffLevel_atk != null) { stateBuffLevel_atk.Release(); } stateBuffLevel_atk = null; if (stateBuffLevel_moveSpeed != null) { stateBuffLevel_moveSpeed.Release(); } stateBuffLevel_moveSpeed = null; }