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; } }