void NewShield(GameObject Shield,ref GameObject OldShield ) { if (OldShield != null) { defenseMagic = OldShield.GetComponent<DefenseMagic>(); defenseMagic.Destroy(); } OldShield = Shield; }
public void EnermyShield(GameObject Shield ,int ID) { switch (ID) { case -1: NewShield(Shield, ref EL_Shield); EL_DefenseMagic = Shield.GetComponent<DefenseMagic>(); break; case 0: NewShield(Shield, ref EM_Shield); EM_DefenseMagic = Shield.GetComponent<DefenseMagic>(); break; case 1: NewShield(Shield, ref ER_Shield); ER_DefenseMagic = Shield.GetComponent<DefenseMagic>(); break; } }
bool HasRefresh(DefenseMagic magic) { return magic != null ? magic.HasEffect("Refresh") : false; }
int GetShieldValue(DefenseMagic magic) { return magic != null ? magic.magicValue : 0; }
void InitialDefence(DefenseMagic defenseMagic) { defenseMagic.name = this.name; defenseMagic.magicValue = this.magicValue; defenseMagic.MagicMax = this.magicValue; defenseMagic.refresh = true; defenseMagic.isHeros = isHeros; AddEffect(defenseMagic); ShieldManager.Instance.defenseMagicList.Add(defenseMagic); ShieldManager.Instance.DefenseID++; defenseMagic.defenseID = ShieldManager.Instance.DefenseID; }
public void NewShield(Vector3 position,Quaternion rotation,int ID) { pos = position; rot = rotation; GameObject Shield=SetPostion(); switch (ID) { case -1: Guide_ReplaceExplain(ref L_Shield); NewShield(Shield, ref L_Shield); L_DefenseMagic = Shield.GetComponent<DefenseMagic>(); break; case 0: Guide_ReplaceExplain(ref M_Shield); NewShield(Shield, ref M_Shield); M_DefenseMagic = Shield.GetComponent<DefenseMagic>(); break; case 1: Guide_ReplaceExplain(ref R_Shield); NewShield(Shield, ref R_Shield); R_DefenseMagic = Shield.GetComponent<DefenseMagic>(); break; } }