public void AddUsedTroop(CombatItemData cid, int value) { if (State == UserState.PVP) { var info = default(AttackInfo); if (!AttackingInfo.TryGetValue(GetId(), out info)) { Logger.Error("Unable to obtain attack info."); } else { var dataSlot = info.UsedTroop.Find(t => t.Data.GetGlobalID() == cid.GetGlobalID()); if (dataSlot != null) { // Troops already exist. int i = info.UsedTroop.IndexOf(dataSlot); dataSlot.Value = dataSlot.Value + value; info.UsedTroop[i] = dataSlot; } else { DataSlot ds = new DataSlot(cid, value); info.UsedTroop.Add(ds); } } } //else // Logger.Write("Unsupported state! AddUsedTroop only for PVP for now.PVE Comming Soon"); }
private void Awake() { this.mPlayer = this.GetComponent <NetworkPlayer>(); _FaceDirRotateYDic = new Dictionary <XMoveDirection, float>(); _FaceDirRotateYDic.Add(XMoveDirection.Right, mRotateY); _FaceDirRotateYDic.Add(XMoveDirection.Left, mRotateY - 180); this.mAttackInfo = new AttackingInfo(); this.ChangeDir(XMoveDirection.Right); }