Ejemplo n.º 1
0
    /// <summary>
    /// 对星球增加建筑
    /// </summary>
    /// <param name="_starID"></param>
    /// <param name="_buildingTime"></param>
    public void addBuildingToStar(uint dbid, int _starID, int _buildingType, int finishPercentage)
    {
        //LoggerHelper.Error("dbid:" + dbid);
        UnitStar _star = GetUnitStarById(_starID);

        if (_star.BelongTo != null && _star.BelongTo.ID != dbid)
        {
            LoggerHelper.Error("星球和建筑主人不对");
            return;
        }

        //是否是升级建筑
        int _index = _star.IsLevelUpBuilding(_buildingType);

        if (_index >= 0)
        {
            _star.RemoveBuilding(_index, _star.GetBuildingByIndex(_index));
        }
        else
        {//新建建筑
            _index = _star.GetAddBuildingIndex();
            if (_index >= 0)
            {
                _star.AddBuildingLog(_buildingType);
            }
        }

        if (_index < 0)
        {
            return;
        }
        UnitBuilding _building = GetUnitBuildingFromPool();
        Vector2      _pos      = _star.GetAddBuildingPos(_index);

        if (_index >= 0)
        {
            _building.UnitId           = _star.UnitId * 100 + _index;
            _building.BaseBuildingData = BuildingData.dataMap.Get(_buildingType);
            _building.PositionX        = _pos.x;
            _building.PositionY        = _pos.y;
            _building.UnitParent       = BuildLayer;
            _building.InitPercentage   = finishPercentage;
            _building.BelongToStar     = _star;
            _building.AttackPlayerId   = dbid;
            _building.InitUnit();
            _building.SetGroup(GetGroupByPalyerId(dbid));//设置阵营信息
            _star.AddBuilding(_index, _building);

            if (_starID == CurStarID)//根据当前准备建设的建筑来刷新战斗UI
            {
                UIManager.I.GetUILogic <StarInfoUIMgr>().ShowBuildings(true);
            }
        }

        m_starDataManager.StarOrEndStartFighting(_star);
    }