public void EndTurnSupply() { Camp curCamp = BattleManager.Instance.CurCamp; //金币补给 curCamp.AddCampGold(increaseGold); //人口补给 leftPopulation += increasePopulation; //随机给兵,每回合随机补0~3个兵,有卡牌buff加持 int extraSupplyUnit = curCamp.hasCardBuff ? curCamp.CampBuffCardEffect.ExtraSupplyUnit : 0; int randomSupplyUnit = UnityEngine.Random.Range(0, 3) + extraSupplyUnit; //如果该地的剩余人口大于随机数,那么补随机数的兵,并扣除对应剩余人口 if (leftPopulation >= randomSupplyUnit) { BattleUnit += randomSupplyUnit; leftPopulation -= randomSupplyUnit; } //否则把该地补满(剩余人口不够随机出来的,补充最大人数) else { BattleUnit += leftPopulation; leftPopulation = 0; } //最大军队数限制 if (BattleUnit > maxBattleUnit) { leftPopulation += BattleUnit - maxBattleUnit; BattleUnit = maxBattleUnit; } //人口上限 if (leftPopulation > maxPopulation) { leftPopulation = maxPopulation; } BattleBaseUnitSupplyTip.SetImage(BattleManager.Instance.CurCamp.baseUnitSprite); BattleBaseUnitSupplyTip.ShowSelf(); }
/// <summary> /// 设置首都 /// </summary> public void SetCapital(Camp CurCamp, Land land) { land.SetCapital(); terrianMap.SetTile(land.CoordinateInMap, CapitalTile); CurCamp.AddCampGold(land.initalGold); }