/// <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); }