static int IsSendService(IntPtr L)
    {
        int count = LuaDLL.lua_gettop(L);

        if (count == 1 && LuaScriptMgr.CheckTypes(L, 1, typeof(Games.Module.Wars.LegionData)))
        {
            Games.Module.Wars.LegionData arg0 = (Games.Module.Wars.LegionData)LuaScriptMgr.GetLuaObject(L, 1);
            bool o = Games.Module.Wars.War.IsSendService(arg0);
            LuaScriptMgr.Push(L, o);
            return(1);
        }
        else if (count == 1 && LuaScriptMgr.CheckTypes(L, 1, typeof(int)))
        {
            int  arg0 = (int)LuaDLL.lua_tonumber(L, 1);
            bool o    = Games.Module.Wars.War.IsSendService(arg0);
            LuaScriptMgr.Push(L, o);
            return(1);
        }
        else if (count == 2)
        {
            int arg0 = (int)LuaScriptMgr.GetNumber(L, 1);
            Games.Module.Wars.LegionType arg1 = (Games.Module.Wars.LegionType)LuaScriptMgr.GetNetObject(L, 2, typeof(Games.Module.Wars.LegionType));
            bool o = Games.Module.Wars.War.IsSendService(arg0, arg1);
            LuaScriptMgr.Push(L, o);
            return(1);
        }
        else
        {
            LuaDLL.luaL_error(L, "invalid arguments to method: Games.Module.Wars.War.IsSendService");
        }

        return(0);
    }
Ejemplo n.º 2
0
        /** 反馈--战斗结束 */
        void S_BattleEnd_0x830(S_BattleEnd_0x830 msg)
        {
            War.endProto = msg;
            WarOverData overData = new WarOverData();

            foreach (ProtoRoleFightResult info in msg.fight_result)
            {
                LegionData legionData = War.GetLegionDataByRoleId(info.roleId);

                WarOverLegionData result = new WarOverLegionData();
                result.roleId     = info.roleId;
                result.legionId   = legionData.legionId;
                result.starCount  = info.star;
                result.buildCount = info.build_count;
                result.buildTotal = info.build_total;
                result.overType   = (OverType)info.end_type;

                if (result.legionId == War.ownLegionID)
                {
                    overData.overType = result.overType;
                }

                overData.legionDatas.Add(result);
            }

            War.S_Over(overData);
        }
Ejemplo n.º 3
0
        void Update()
        {
            if (War.isGameing)
            {
                LegionData legionData = War.ownLegionData;
                icon.Progress = legionData.mage / legionData.maxMag;

                if (_produceSkillId != legionData.produceSkillUid)
                {
                    _produceSkillId = legionData.produceSkillUid;
                    if (_produceSkillId >= 0)
                    {
                        legionData.produceSkillData.LoadIcon(OnLoadSkillIcon);
                        legionData.produceSkillData.LoadVSHeadIcon(OnLoadHeroIcon);
                        icon.Visiable = true;


                        nameText.text = legionData.produceSkillData.skillConfig.name;
                        nameText.gameObject.SetActive(false);
                    }
                    else
                    {
                        icon.Visiable = false;
                        nameText.gameObject.SetActive(false);
                    }
                }

                countText.text = "×" + legionData.enableProduceSkillUids.Count;
            }
        }
Ejemplo n.º 4
0
        /** 移除 */
        public override void Revoke(int uid, UnitData unitData, bool calculate = false)
        {
            LegionData     legionData     = unitData.legionData;
            AttachPropData attachPropData = GetAttachPropData(uid);

            switch (unitType)
            {
            case UnitType.Player:
                legionData.legionPropContainer.Remove(attachPropData);
                legionData.buildPropContainer.Remove(attachPropData);
                legionData.soliderPropContainer.Remove(attachPropData);
                break;

            case UnitType.Build:
                legionData.buildPropContainer.Remove(attachPropData);
                break;

            case UnitType.Solider:
                legionData.soliderPropContainer.Remove(attachPropData);
                break;

            case UnitType.Hero:
                legionData.heroPropContainer.Remove(attachPropData);
                break;
            }
        }
Ejemplo n.º 5
0
        void OnHPAdd(int legionId, int casterLegionId, float addHP)
        {
            LegionData legionData = War.GetLegionData(legionId);

            legionData.expeditionTotalHP += addHP;
//			legionData.expeditionLeftHP += addHP;
        }
Ejemplo n.º 6
0
        /** 同步英雄下阵 */
        public void ExeHeroBackstag(int heroUid, int targetLegionId)
        {
            UnitCtl    heroUnit         = War.scene.GetUnitForUID(heroUid);
            LegionData targetLegionData = War.GetLegionData(targetLegionId);

            War.scene.KillHero(heroUnit, targetLegionData);
        }
Ejemplo n.º 7
0
        public void Show_KillHero(LegionData legionData, HeroData heroData)
        {
            GameObject       go   = GameObject.Instantiate(prefab_KillHero);
            MsgItem_KillHero item = go.GetComponent <MsgItem_KillHero>();

            item.Set(legionData, heroData);
            Show(go, MsgPosType.Top);
        }
Ejemplo n.º 8
0
 public void SetData(LegionData legionDta)
 {
     if (legionDta != null)
     {
         this.legionDta       = legionDta;
         this.legionLevelData = legionDta.levelData;
     }
 }
Ejemplo n.º 9
0
        /** 设置生产技能 */
        public void ExeSetProduceSkill(int legionId, int skillUid, float speed)
        {
            LegionData          legionData   = War.GetLegionData(legionId);
            UnitCtl             unitCtl      = War.scene.GetUnitForUID(legionData.unitData.uid);
            BLegionSkillManager skillManager = unitCtl.GetComponent <BLegionSkillManager> ();

            skillManager.SetProduceSkill(skillUid, speed);
        }
Ejemplo n.º 10
0
 void GenerationPlayers()
 {
     foreach (KeyValuePair <int, LegionData> kvp in sceneData.legionDict)
     {
         LegionData legionData = kvp.Value;
         legionData.legionInitPropContainer.UnitApp(legionData.unitData, true);
         War.factory.CreatePlayer(legionData.unitData);
     }
 }
    static int GetLegionDataByRoleId(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 1);
        int arg0 = (int)LuaScriptMgr.GetNumber(L, 1);

        Games.Module.Wars.LegionData o = Games.Module.Wars.War.GetLegionDataByRoleId(arg0);
        LuaScriptMgr.PushObject(L, o);
        return(1);
    }
Ejemplo n.º 12
0
        void OnHPConst(int legionId, int casterLegionId, float constHP)
        {
            LegionData legionData = War.GetLegionData(legionId);

            legionData.expeditionTotalHP -= constHP;
            if (legionData.expeditionTotalHP < 0)
            {
                legionData.expeditionTotalHP = 0;
            }
        }
Ejemplo n.º 13
0
        void OnBuildComplete()
        {
            if (War.vsmode != VSMode.PVE_Expedition)
            {
                gameObject.SetActive(false);
            }

            attack  = War.GetLegionData(1);
            defense = War.GetLegionData(2);
        }
Ejemplo n.º 14
0
        public List <WarOverLegionData> GetOverData()
        {
            List <WarOverLegionData> list = new List <WarOverLegionData>();

            int buildTotal = War.scene.GetBuilds().Count;

            foreach (var kvp in legionDict)
            {
                LegionData        legionData = kvp.Value.legionData;
                int               legionId   = legionData.legionId;
                WarOverLegionData result     = new WarOverLegionData();
                result.legionId   = legionData.legionId;
                result.roleId     = legionData.roleId;
                result.starCount  = kvp.Value.GetSuccessStars().Length;
                result.buildCount = War.scene.GetBuilds(legionId).Count;
                result.buildTotal = buildTotal;
                Debug.LogFormat("GetOverData legionId={0}, result.roleId={1}, type={2}, starCount={3},  buildCount={4}", legionId, result.roleId, legionData.type, result.starCount, result.buildCount);


                if (War.GetRelationType(kvp.Value.legionData.legionId) != RelationType.Enemy)
                {
                    result.overType = War.overType;
                }
                else
                {
                    OverType overType = OverType.Draw;
                    switch (War.overType)
                    {
                    case OverType.Draw:
                        overType = OverType.Draw;
                        break;

                    case OverType.Lose:
                        overType = OverType.Win;
                        break;

                    case OverType.Win:
                        overType = OverType.Lose;
                        break;
                    }


                    result.overType = overType;
                }

                list.Add(result);


                //TODO Test
                //result.starCount = 3;
            }

            return(list);
        }
Ejemplo n.º 15
0
        public List <ProtoRoleFightResult> GetServiceEndData()
        {
            List <ProtoRoleFightResult> list = new List <ProtoRoleFightResult>();

            int buildTotal = War.scene.GetBuilds().Count;

            foreach (var kvp in legionDict)
            {
                LegionData           legionData = kvp.Value.legionData;
                int                  legionId   = legionData.legionId;
                ProtoRoleFightResult result     = new ProtoRoleFightResult();
                result.roleId      = legionData.roleId;
                result.star        = War.overType == OverType.Draw ? 1 :  kvp.Value.GetSuccessStars().Length;
                result.build_count = War.scene.GetBuilds(legionId).Count;
                result.build_total = buildTotal;
                result.team_id     = legionId;



                Debug.LogFormat("GetServiceEndData legionId={0}, result.roleId={1}, type={2}, star={3}, build_count={4}", legionId, result.roleId, legionData.type, result.star, result.build_count);
                if (War.GetRelationType(kvp.Value.legionData.legionId) != RelationType.Enemy)
                {
                    result.end_type = (int)War.overType;
                }
                else
                {
                    OverType overType = OverType.Draw;
                    switch (War.overType)
                    {
                    case OverType.Draw:
                        overType = OverType.Draw;
                        break;

                    case OverType.Lose:
                        overType = OverType.Win;
                        break;

                    case OverType.Win:
                        overType = OverType.Lose;
                        break;
                    }


                    result.end_type = (int)overType;
                }

                list.Add(result);

                //TODO Test
                //result.star = 3;
            }

            return(list);
        }
Ejemplo n.º 16
0
 void GenerationHeros()
 {
     foreach (KeyValuePair <int, LegionData> kvp in sceneData.legionDict)
     {
         LegionData legionData = kvp.Value;
         foreach (KeyValuePair <int, HeroData> kv in legionData.heroDatas)
         {
             HeroData heroData = kv.Value;
             UnitData unitData = legionData.heroUnitDatas[heroData.heroId];
             War.factory.CreateHero(unitData, heroData);
         }
     }
 }
Ejemplo n.º 17
0
        /** 兵营改变势力 */
        public void OnBuildChangeLegion(UnitData buildUnitData, int preLegionId, int targetLegionId)
        {
            // 强制更新兵营所属势力
            updateBuildLegion.Execute();

            if (preLegionId == targetLegionId)
            {
                Debug.Log("<color=red>preLegionId == targetLegionId</color>");
            }

            // 攻占方势力数据
            LegionData targetLegionData = War.GetLegionData(targetLegionId);

            UnitCtl heroUnit = GetHeroByBuild(buildUnitData.unit);

            if (heroUnit != null)
            {
                // 英雄数据
                HeroData heroData = heroUnit.heroData;
                // 英雄行为
                BHero heroBehaviour = heroUnit.GetComponent <BHero>();
                //
                int legionId = heroUnit.unitData.legionId;

                // ---如果状态是幕前
                if (heroData.state == HeroState.Foregstage)
                {
//					KillHero(heroUnit, targetLegionData);

                    if (War.requireSynch)
                    {
                        if (War.IsSendService(targetLegionData.legionId, targetLegionData.type))
                        {
                            War.service.C_SyncHeroBackstage_0x828(heroUnit.unitData.uid, targetLegionId);
                        }
                    }
                    else
                    {
                        KillHero(heroUnit, targetLegionData);
                    }
                }
            }
            else
            {
//				// 添加经验--占领
//				targetLegionData.levelData.AddExp_Build();
            }

            War.signal.BuildChangeLegionComplete();
        }
Ejemplo n.º 18
0
        public void Set(LegionData legionData, HeroData heroData)
        {
            playerNameText.text  = legionData.name;
            playerNameText.color = WarColor.GetHeroHeadColor(legionData.colorId);

            heroNameText.text     = heroData.name;
            heroNameText.color    = WarColor.GetHeroHeadColor(heroData.legionData.colorId);
            heroColorImage.color  = WarColor.GetHeroHeadColor(heroData.legionData.colorId);
            heroColorImage2.color = heroColorImage.color;

            heroColorImage.gameObject.SetActive(!heroData.isRole);
            heroColorImage2.gameObject.SetActive(heroData.isRole);

            heroData.avatar.LoadVSIcon(OnLoadIcon);
        }
Ejemplo n.º 19
0
        /** 生成数据--士兵 */
        public void GenerationSoliders()
        {
            // 创建士兵UnitData
            foreach (KeyValuePair <int, StageLegionConfig> kvp in stageConfig.legionDict)
            {
                StageLegionConfig legionConfig = kvp.Value;
                UnitData          unitData     = new UnitData();
                unitData.unitType = UnitType.Solider;
                unitData.legionId = legionConfig.legionId;
                unitData.avatarId = 30101;

                LegionData legionData = legionDict[legionConfig.legionId];



                // 电脑士兵属性
                if (!HasEnterLegionData(unitData.legionId))
                {
                    Prop[] soliderModuleProps = WarTestData.GetSoliderProps();

                    float[] props = soliderModuleProps.PropsToInit_Float();
                    props[PropId.HpAdd]        = props[PropId.InitHp] = props[PropId.InitMaxHp];
                    legionData.soliderInitProp = props;

//					Debug.Log("Comupter soldierMonsterId= " + legionConfig.soldierMonsterId + " " +   props.ToStrProp());
                }
                // 玩家士兵属性
                else
                {
                    float[] props = GetSoliderProps(legionConfig.legionId).PropsToInit_Float();
                    props[PropId.HpAdd]        = props[PropId.InitHp] = props[PropId.InitMaxHp];
                    legionData.soliderInitProp = props;
                    unitData.level             = GetSoliderLevel(unitData.legionId);
                    unitData.avatarId          = GetSoliderAvatarId(unitData.legionId);

//					Debug.Log("soliderProps=" + props.ToStrProp());
                }

                // 把“士兵数据”保存到“势力数据"里
                legionData.soliderData = unitData;

//				Debug.Log(string.Format("<color=green>legionId={0}</color>", legionConfig.legionId));

                // 复制士兵斩将率到势力数据
                legionData.legionInitProp[PropId.InitKillHero] = WarFormula.WF_Legion_KillHero(legionData.soliderInitProp[PropId.InitKillHero]);
//				Debug.Log(string.Format("<color=green>legionId={0}, legionData.legionInitProp[PropId.InitKillHero]={1}</color>", legionConfig.legionId, legionData.legionInitProp[PropId.InitKillHero]));
            }
        }
        public Vector3 GetLegionPosition(int legionId)
        {
            if (_screenSize.x != Screen.width || _screenSize.y != Screen.height)
            {
                GenerationLegionPositionDict();
            }

            LegionData legionData = War.GetLegionData(legionId);

            if (legionPositionDict.ContainsKey(legionData.colorId))
            {
                return(legionPositionDict[legionData.colorId]);
            }

            return(new Vector3(0, 0, 30));
        }
Ejemplo n.º 21
0
        public void SetData(LegionData legionDta)
        {
            if (legionDta != null)
            {
                this.legionDta       = legionDta;
                this.legionLevelData = legionDta.levelData;

                propPanel.data = this.legionLevelData;

                Show();
            }
            else
            {
                Hide();
            }
        }
Ejemplo n.º 22
0
        void Init()
        {
            foreach (var kvp in War.sceneData.legionDict)
            {
                if (kvp.Key == 0)
                {
                    continue;
                }

                LegionData legionData = kvp.Value;
                if (legionData.colorId <= items.Length)
                {
                    TBLegionLevelItem view = items[legionData.colorId - 1];
                    view.SetData(legionData);
                }
            }
        }
Ejemplo n.º 23
0
        void Init()
        {
            foreach (var kvp in War.sceneData.legionDict)
            {
                if (kvp.Key == 0)
                {
                    continue;
                }

                LegionData legionData = kvp.Value;
                if (legionData.colorId <= items.Length)
                {
                    Record_SendArmSettingPanel item = items[legionData.colorId - 1];
                    item.SetData(legionData.sendArmRate);
                }
            }
        }
Ejemplo n.º 24
0
        void CreateHero(int itemLegionId, int itemHeroId, int avatarId, string name, int quality, int skillId, int skillLevel, float[] hero2BuildProps, float[] props)
        {
            // 创建英雄单位数据UnitData
            UnitData unitData = new UnitData();

            unitData.unitType = UnitType.Hero;
            unitData.id       = GetHeroUID(itemHeroId, itemLegionId);

            // 将“英雄单位数据UnitData”保存到”势力数据LegionData“里
            LegionData legionData = legionDict[itemLegionId];

            legionData.heroUnitDatas.Add(itemHeroId, unitData);

            unitData.legionId = legionData.legionId;

            // 创建英雄数据HeroData
            HeroData heroData = new HeroData();

            heroData.heroUid        = unitData.id;
            heroData.heroId         = itemHeroId;
            heroData.name           = name;
            heroData.quality        = quality;
            heroData.avatarId       = avatarId;
            heroData.originalLegion = legionData.legionId;
            legionData.heroDatas.Add(heroData.heroId, heroData);
            legionData.heroInitProp.Add(heroData.heroId, props);
            legionData.hero2BuildProp.Add(heroData.heroId, hero2BuildProps);



            // 如果英雄技能激活了,生成英雄技能操作数据
            if (skillId > 0)
            {
                SkillOperateData skillData = new SkillOperateData();
                skillData.skillId     = skillId;
                skillData.uid         = GetSkillUID(skillData.skillId, legionData.legionId, heroData.heroId);
                skillData.skillLevel  = skillLevel;
                skillData.heroData    = heroData;
                skillData.skillConfig = enterData.GetSkillConfig(skillData.skillId);
                skillData.Init();
                heroData.skillOperateData = skillData;
                legionData.skillDatas.Add(skillData.uid, skillData);
                skillOperateDataForUID.Add(skillData.uid, skillData);
            }
        }
Ejemplo n.º 25
0
        void Init()
        {
            foreach (var kvp in War.sceneData.legionDict)
            {
                if (kvp.Key == 0)
                {
                    continue;
                }

                LegionData legionData = kvp.Value;
                if (legionData.colorId <= legionLevelViews.Length)
                {
//					Debug.Log(War.sceneData.stageConfig.id + "  " +  legionData.legionId + "  " + legionData.colorId);
                    LegionLevelView view = legionLevelViews[legionData.colorId - 1];
                    view.SetData(legionData);
                }
            }
        }
Ejemplo n.º 26
0
 void SetSoliderAvatarInfo()
 {
     foreach (KeyValuePair <int, LegionData> kvp in sceneData.legionDict)
     {
         LegionData legionData = kvp.Value;
         string     file       = legionData.soliderData.prefabFile;
         GameObject prefab     = WarRes.GetPrefab(file);
         if (prefab != null)
         {
             AvatarInfo avatarInfo = prefab.GetComponent <AvatarInfo>();
             if (avatarInfo != null)
             {
                 legionData.soliderData.armOnceWidth = avatarInfo.armOnceWidth;
                 legionData.soliderData.radius       = avatarInfo.armOnceWidth / avatarInfo.armOnceCount * 0.5f;
                 legionData.soliderData.gapV         = avatarInfo.gapV;
             }
         }
     }
 }
Ejemplo n.º 27
0
        /** 反馈--战斗退出 */
        void S_BattleLeave_0x813(S_BattleLeave_0x813 msg)
        {
            LegionData legionData = War.GetLegionDataByRoleId(msg.role_id);

            if (legionData != null)
            {
                if (War.textEffect != null)
                {
                    War.textEffect.Play(TextEffectType.Normal, string.Format("{0}离开", legionData.name), Color.white, new Vector3(0, 0, 0), 0);
                }

                if (War.GetLegionDataByRoleId(msg.role_id).legionId == War.mainLegionID)
                {
                    if (War.mainLegionID != War.ownLegionID)
                    {
                        War.mainLegionID = War.ownLegionID;
                    }
                }
            }
        }
Ejemplo n.º 28
0
        public void KillHero(UnitCtl heroUnit, LegionData targetLegionData)
        {
            // 英雄数据
            HeroData heroData = heroUnit.heroData;
            // 英雄行为
            BHero heroBehaviour = heroUnit.GetComponent <BHero>();

            // ---如果状态是幕前
            if (heroData.state == HeroState.Foregstage)
            {
                // 添加经验--击杀英雄
                targetLegionData.levelData.AddExp_KillHero(heroUnit);
                // 幕后
                heroBehaviour.Backstage();

                War.msgBox.Show_KillHero(targetLegionData, heroData);


                Coo.soundManager.PlaySound("effect_hero_dead");

                War.signal.DoHeroBackstage(heroUnit.unitData.uid, targetLegionData.legionId);
            }
        }
Ejemplo n.º 29
0
        void InitUseSkillBuildId()
        {
            Dictionary <int, int> legionMaxBuild = new Dictionary <int, int>();
            Dictionary <int, int> legionMaxLevel = new Dictionary <int, int>();

            foreach (var item in buildDict)
            {
                int legionId   = item.Value.legionId;
                int buildId    = item.Value.uid;
                int buildLevel = stageConfig.buildDict[buildId].settledPriority;

                if (legionMaxLevel.ContainsKey(legionId))
                {
                    if (legionMaxLevel[legionId] < buildLevel)
                    {
                        legionMaxLevel[legionId] = buildLevel;
                        legionMaxBuild[legionId] = buildId;
                    }
                }
                else
                {
                    legionMaxBuild.Add(legionId, buildId);
                    legionMaxLevel.Add(legionId, buildLevel);
                }
            }


            foreach (var item in legionMaxBuild)
            {
                LegionData legionData = legionDict[item.Key];
                if (legionData.type != LegionType.Neutral)
                {
                    legionData.initUseSkillBuildId = item.Value;
                }
            }
        }
Ejemplo n.º 30
0
        bool Rescue()
        {
//			Debug.Log("--------------Rescue--------------");

            // 救援,随机派部队数量
            int sendCount = aiConfig.GetRescueSendCount();

//			Debug.Log("救援,随机派部队数量 sendCount=" + sendCount);
            if (sendCount <= 0)
            {
                return(false);
            }

            UnitCtl rescueUnit     = null;
            float   minRescueScore = 9999999;

            foreach (UnitCtl build in ownBuilds)
            {
                build.unitData.GenerationFromLegionUnitTotalNum();
                if (build.unitData.attackUnitNum > 0)
                {
                    float distance = 0;
                    foreach (UnitCtl buildB in ownBuilds)
                    {
                        if (build == buildB)
                        {
                            continue;
                        }
                        distance += War.scene.GetBuildDistance(build, buildB);
                    }
                    distance = ownBuilds.Count > 1 ? distance / (ownBuilds.Count - 1) : 0;;
                    build.unitData.rescueScore = build.hp + distance * distanceScoreRate_Rescue;

                    if (build.unitData.rescueScore < minRescueScore)
                    {
                        minRescueScore = build.unitData.rescueScore;
                        rescueUnit     = build;
                    }
                }
            }

            if (rescueUnit == null)
            {
                return(false);
            }

            // 救援,生成派兵的建筑
            List <UnitCtl> ownSelectBuilds = new List <UnitCtl>();
            int            index           = 0;

            foreach (UnitCtl build in ownBuilds)
            {
                if (index < sendCount && build != rescueUnit)
                {
                    ownSelectBuilds.Add(build);
                    index++;
                    if (index >= sendCount)
                    {
                        break;
                    }
                }
            }

            if (ownSelectBuilds.Count <= 0)
            {
                return(false);
            }


            bool isSend = true;

            float rescueHP = 0;

            foreach (UnitCtl ownBuild in ownSelectBuilds)
            {
                rescueHP += ownBuild.unitData.hp * aiConfig.sendArmPercent;
            }

            float enemyHP = 0;

            foreach (KeyValuePair <int, int> kvp in rescueUnit.unitData.fromLegionUnitTotalNumDict)
            {
                if (kvp.Value > 0)
                {
                    LegionData itemLegionData = War.GetLegionData(kvp.Key);
                    if (unitData.GetRelation(itemLegionData.legionId) == RelationType.Enemy)
                    {
                        enemyHP += WarFormula.WD_Solider2Casern_Damage(rescueUnit.unitData.def, itemLegionData.soliderInitData.atk, kvp.Value * itemLegionData.soliderData.hp2UnitRate);
                    }
                    else
                    {
                        rescueHP += kvp.Value * itemLegionData.soliderData.hp2UnitRate;
                    }
                }
            }

            isSend = rescueHP > enemyHP;

            if (isSend)
            {
//				Debug.Log("<color=blue>救援</color>");
                foreach (UnitCtl ownBuild in ownSelectBuilds)
                {
                    BSendArming bSendArming = ownBuild.GetComponent <BSendArming>();
                    bSendArming.Send(rescueUnit, aiConfig.sendArmPercent);
                }
            }



            return(isSend);
        }