public virtual void SetTeamID(int id) { teamID = id; RTSGame game = GameObject.FindObjectOfType <RTSGame> ().GetComponent <RTSGame> (); if (id >= 0 && id < game.teamColorMaterial.Count) { for (int i = 0; i < teamColorPart.Count; i++) { teamColorPart [i].material = game.teamColorMaterial [id]; } } }
// Use this for initialization void Start() { game = GetComponent <RTSGame> (); }
public CampSystem(RTSGame RTS) : base(RTS) { }
public IUserInterface(RTSGame RTS) { m_RTSGame = RTS; }
public StageSystem(RTSGame RTS) : base(RTS) { }
public SoldierInfoUI(RTSGame RTS) : base(RTS) { }
public EnemyKilledObserverUI(RTSGame rtsGame) { m_RTSGame = rtsGame; }
public GameEventSystem(RTSGame RTS) : base(RTS) { Initialize(); }
public CharacterSystem(RTSGame RTS) : base(RTS) { }
public GamePauseUI(RTSGame RTS) : base(RTS) { }
public CampInfoUI(RTSGame RTS) : base(RTS) { Initialize(); }
// 加入管理器 public override void AddCharacterSystem(RTSGame RTS) { RTS.AddSoldier(m_BuildParam.NewCharacter as ISoldier); }
public IGameSystem(RTSGame RTS) { m_RTSGame = RTS; }
public APSystem(RTSGame RTS) : base(RTS) { }
// 加入管理器 public abstract void AddCharacterSystem(RTSGame RTS);
public override void AddCharacterSystem(RTSGame RTS) { RTS.AddEnemy(m_BuildParam.NewCharacter as IEnemy); }
public GameStateInfoUI(RTSGame RTS) : base(RTS) { }
public AchievementSystem(RTSGame RTS) : base(RTS) { Initialize(); }