private void ConstructDefenseObject(BattleDefenseObjectParameter param)
    {
        PropsConfigData                    configData    = ConfigInterface.Instance.PropsConfigHelper.GetPropsData(param.PropsType);
        PropsDefenseScopeConfigData        defenseData   = configData.FunctionConfigData as PropsDefenseScopeConfigData;
        PropsDefenseScopeLastingConfigData lastingData   = configData.FunctionConfigData as PropsDefenseScopeLastingConfigData;
        DefenseObjectConfigWrapper         configWrapper = new DefenseObjectConfigWrapper(configData.FunctionConfigData);

        GameObject defenseObjectPrefab = Resources.Load(ClientStringConstants.BATTLE_SCENE_RESOURCE_PREFAB_PREFIX_NAME +
                                                        ClientStringConstants.DEFENSE_OBJECT_PREFAB_PREFIX_NAME + configWrapper.PrefabName) as GameObject;

        GameObject defenseObject = GameObject.Instantiate(defenseObjectPrefab) as GameObject;

        defenseObject.transform.position = PositionConvertor.GetWorldPositionFromBuildingTileIndex
                                               (new TilePosition(param.PositionColumn, param.PositionRow));

        DefenseObjectAI ai = defenseObject.GetComponent <DefenseObjectAI>();

        ai.enabled = false;

        DefenseObjectPropertyBehavior property = defenseObject.GetComponent <DefenseObjectPropertyBehavior>();

        property.DefenseObjectID      = param.DefenseObjectID;
        property.BuildingPosition     = new TilePosition(param.PositionColumn, param.PositionRow);
        property.ActorObstacleList    = new List <TilePosition>();
        property.BuildingObstacleList = new List <TilePosition>();

        if (defenseData != null)
        {
            BombBehavior bomb = defenseObject.GetComponent <BombBehavior>();
            bomb.AttackCategory = defenseData.AttackCategory;
            bomb.Damage         = defenseData.Damage;
            bomb.PushVelocity   = defenseData.PushVelocity;
            bomb.PushTicks      = defenseData.PushTicks;
            bomb.Scope          = defenseData.Scope;
            bomb.TriggerScope   = defenseData.TriggerScope;
            bomb.TriggerTick    = defenseData.TriggerTicks;
            bomb.TargetType     = (TargetType)defenseData.TargetType;
            bomb.ParentNode     = this.m_BulletParent;
        }
        else if (lastingData != null)
        {
            LastingEffectBehavior lasting = defenseObject.GetComponent <LastingEffectBehavior>();
            lasting.AttackCategory = lastingData.AttackCategory;
            lasting.Damage         = lastingData.Damage;
            lasting.IntervalTicks  = lastingData.IntervalTicks;
            lasting.TotalTimes     = lastingData.TotalTimes;
            lasting.Scope          = lastingData.Scope;
            lasting.TriggerScope   = lastingData.TriggerScope;
            lasting.TriggerTick    = lastingData.TriggerTicks;
            lasting.TargetType     = (TargetType)lastingData.TargetType;
            //lasting.ParentNode = this.m_ParentNode;
        }

        defenseObject.transform.parent = this.m_ParentNode;

        this.m_SceneHelper.ConstructDefenseObject(defenseObject);
    }
 public void EnableBuildingAI()
 {
     foreach (GameObject building in m_AttackableBuildingList)
     {
         BuildingAI ai = building.GetComponent <BuildingAI>();
         ai.enabled = true;
     }
     foreach (GameObject defenseObject in this.m_DefenseObjectList)
     {
         DefenseObjectAI ai = defenseObject.GetComponent <DefenseObjectAI>();
         ai.enabled = true;
     }
 }