public NetworkPacket(E_TYPE type, int turn, string uuid, TurnData.TurnData turnData) { this.Type = type; this.Turn = turn; this.uuid = uuid; this.TurnData = turnData; }
public ChipData(int nID, string szName, int nValue, E_TYPE eType, E_TYPE eType2, int nMemory, E_CHIPLABEL eChipLabel, E_CHIPTYPE eChipType, string szFileName, GameObject objType, int nImgResourceID, int nImgID, int nIconResourceID, int nIconID, int nCodeIndex, char cCode, int nAnimIndex, bool bSelected) { this.nID = nID; this.szName = szName; this.nValue = nValue; this.eType = eType; this.eType2 = eType2; this.nMemory = nMemory; this.eChipLabel = eChipLabel; this.eChipType = eChipType; this.szFileName = szFileName; this.objType = objType; this.nImgResourceID = nImgResourceID; this.nImgID = nImgID; this.nIconResourceID = nIconResourceID; this.nIconID = nIconID; this.nCodeIndex = nCodeIndex; this.cCode = cCode; this.nAnimIndex = nAnimIndex; this.bSelected = false; }
public UnitAtk(int nID, int nDmg, float fSpeed, E_TYPE eType, GameObject objType) { this.nID = nID; this.nDmg = nDmg; this.fSpeed = fSpeed; this.eType = eType; this.objType = objType; }
public void Init(E_TYPE e_type) { var pos = Vector3.zero; switch (e_type) { //上 case E_TYPE.UP: pos.x = Random.Range( -s_respawnPosition.x, s_respawnPosition.x); pos.y = o_respawnPosition.y; direction = Vector2.down; break; // 下 case E_TYPE.DOWN: pos.x = Random.Range( -s_respawnPosition.x, s_respawnPosition.x); pos.y = -o_respawnPosition.y; direction = Vector2.up; break; // 右 case E_TYPE.RIGHT: pos.x = o_respawnPosition.x; pos.y = Random.Range( -s_respawnPosition.y, s_respawnPosition.y); direction = Vector2.left; break; // 左 case E_TYPE.LEFT: pos.x = -o_respawnPosition.x; pos.y = Random.Range( -s_respawnPosition.y, s_respawnPosition.y); direction = Vector2.right; break; } transform.localPosition = pos; }
protected virtual void Awake() { m_Type = E_TYPE.NONE; }