//将移动或雇佣的员工放入特定部门 + 选择部门发动建筑特效 + CEO技能发动 public void SelectDep(DepControl depControl) { if (SelectMode == 1) { //还需要重新计算工资 Salary += CurrentEmpInfo.CalcSalary(); depControl.CurrentEmps.Add(CurrentEmpInfo.emp); depControl.UpdateUI(); CurrentEmpInfo.emp.CurrentDep = depControl; SetInfoPanel(); CurrentEmpInfo.emp.InfoA.transform.parent = depControl.EmpContent; } else if (SelectMode == 2) { if (CurrentEmpInfo == CurrentEmpInfo.emp.InfoB) { CurrentEmpInfo = CurrentEmpInfo.emp.InfoA; } CurrentEmpInfo.transform.parent = depControl.EmpContent; ResetOldAssignment(); //修改新部门生产力显示 CurrentEmpInfo.emp.CurrentDep = depControl; depControl.CurrentEmps.Add(CurrentEmpInfo.emp); depControl.UpdateUI(); CurrentEmpInfo.DetailInfo.Entity.FindWorkPos(); } //选择部门发动建筑特效 else if (SelectMode == 5) { CurrentDep = depControl; CurrentOffice.BuildingActive(); } //CEO技能 else if (SelectMode == 6) { if (CEOSkillNum == 1) { new ProduceBuff(0.2f, depControl, 16); } else if (CEOSkillNum == 2) { depControl.SpTime += 16; } CEOSkillConfirm(); } DepSelectPanel.SetActive(false); }
public void CreateHire() { CurrentDep.WorkStart = true; CurrentDep.SpType = HireType; CurrentDep.SpTotalProgress = HireLevel * 100; CurrentDep.SpProgress = 0; CurrentDep.UpdateUI(); }