Example #1
0
    void downUnit(int i, int j, UnitManager.node nodeNow)
    {
        // TODO
        if (nodeNow.needFood <= User.instance.foodVal && nodeNow.needMineral <= User.instance.mineralVal)
        {
            User.instance.foodVal    -= nodeNow.needFood;
            User.instance.mineralVal -= nodeNow.needMineral;

            nodeNow.prefab.GetComponent <Unit>().nameUnit = nodeNow.name;
            GameObject now = Instantiate(nodeNow.prefab, new Vector3(i, j, -1), new Quaternion());
            now.GetComponent <Unit>().isOwner = true;
            boardsUp[i, j] = now;
            for (int ii = 0; ii < width; ii++)
            {
                for (int jj = 0; jj < allowRow; jj++)
                {
                    nowBoard = boards[ii, jj];
                    nowBoard.GetComponent <MeshRenderer>().material.SetColor("_ColorOut", Scene.instance.ownerColor);
                }
            }
        }
        //else
        //{
        //    // 资源不够
        //    if (SoldierManager.instance.dicSoldier[soldierName].needFood > User.instance.foodVal)
        //        StartCoroutine(User.instance.redText(User.instance.foodText, 3, User.instance.foodText.color));
        //    if (SoldierManager.instance.dicSoldier[soldierName].needMineral > User.instance.mineralVal)
        //        StartCoroutine(User.instance.redText(User.instance.mineralText, 3, User.instance.mineralText.color));
        //}
    }
Example #2
0
    void showInfo(UnitManager.node s, bool isOwner)
    {
        if (!Time.timeScale.Equals(0))
        {
            lastScale      = Time.timeScale;
            Time.timeScale = 0;
            UIShow.instance.dSpeed.text = "x0";
        }
        UIShow.instance.PlaneOfInfo.SetActive(true);
        UIShow.instance.nameText.text     = "Name : " + s.name;
        UIShow.instance.typeText.text     = isOwner ? "OUR" : "ENEMY";
        UIShow.instance.needFoodText.text = "Need Food : " + s.needFood;
        UIShow.instance.needMineText.text = "Nedd Mine : " + s.needMineral;
        UIShow.instance.attackText.text   = "Attack Val : [" + s.attackValMin + " , " + s.attackValMax + "]";
        UIShow.instance.lifeText.text     = "Life Val : " + s.lifeVal + " / " + s.maxVal;

        if (s.type == 1)
        {
            UIShow.instance.attackDisText.text = "Attack Dis : " + "Eight Dir";              // TODO
        }
        else
        {
            UIShow.instance.attackDisText.text = "Attack Dis : " + s.attackDis;
        }
    }