public override IEnemy CreateEnemy(ENUM_Enemy emEnemy, Vector3 SpawnPosition) { EnemyBuildParam EnemyParam = new EnemyBuildParam(); switch (emEnemy) { case ENUM_Enemy.Keraha: EnemyParam.NewCharacter = new EnemyKeraha(); break; default: Debug.LogWarning("无法创建[" + emEnemy + "]"); return(null); } if (EnemyParam.NewCharacter == null) { return(null); } EnemyParam.SpawnPosition = SpawnPosition; EnemyBuilder theEnemyBuilder = new EnemyBuilder(); theEnemyBuilder.SetBuildParam(EnemyParam); m_BuilderDirector.Construct(theEnemyBuilder); return(EnemyParam.NewCharacter as IEnemy); }
// 建立Enemy(Generice版) public IEnemy CreateEnemy <T>(ENUM_Weapon emWeapon, Vector3 SpawnPosition, Vector3 AttackPosition) where T : IEnemy, new() { // 产生Enemy的参数 EnemyBuildParam EnemyParam = new EnemyBuildParam(); // 产生对应的Character EnemyParam.NewCharacter = new T(); if (EnemyParam.NewCharacter == null) { return(null); } // 设定共用参数 EnemyParam.emWeapon = emWeapon; EnemyParam.SpawnPosition = SpawnPosition; EnemyParam.AttackPosition = AttackPosition; // 产生对应的Builder及设定参数 EnemyBuilder theEnemyBuilder = new EnemyBuilder(); theEnemyBuilder.SetBuildParam(EnemyParam); // 产生 m_BuilderDirector.Construct(theEnemyBuilder); return(EnemyParam.NewCharacter as IEnemy); }
public override IEnemy createEnemy(ENUM_Enemy emEnemy, ENUM_Weapon emWeapon, Vector3 spawnPosition) { //建造参数 EnemyBuildParam buildParam = new EnemyBuildParam(); switch (emEnemy) { case ENUM_Enemy.Zombie: buildParam.character = new EnemyZombie(); break; default: Debug.Log("不存在该Enemy类型"); return(null); } buildParam.weapon = emWeapon; buildParam.spawnPosition = spawnPosition; EnemyBuilder enemyBuilder = new EnemyBuilder(); enemyBuilder.setBuildParam(buildParam); m_characterBuilderSystem.construct(enemyBuilder); return(buildParam.character as IEnemy); }
// 建立Enemy public override IEnemy CreateEnemy(ENUM_Enemy emEnemy, ENUM_Weapon emWeapon, Vector3 SpawnPosition, Vector3 AttackPosition) { // 產生Enemy的參數 EnemyBuildParam EnemyParam = new EnemyBuildParam(); // 產生對應的Character switch (emEnemy) { case ENUM_Enemy.Elf: EnemyParam.NewCharacter = new EnemyElf(); break; case ENUM_Enemy.Troll: EnemyParam.NewCharacter = new EnemyTroll(); break; case ENUM_Enemy.Ogre: EnemyParam.NewCharacter = new EnemyOgre(); break; default: Debug.LogWarning("無法建立[" + emEnemy + "]"); return(null); } if (EnemyParam.NewCharacter == null) { return(null); } // 設定共用參數 EnemyParam.emWeapon = emWeapon; EnemyParam.SpawnPosition = SpawnPosition; EnemyParam.AttackPosition = AttackPosition; // 產生對應的Builder及設定參數 EnemyBuilder theEnemyBuilder = new EnemyBuilder(); theEnemyBuilder.SetBuildParam(EnemyParam); // 產生 m_BuilderDirector.Construct(theEnemyBuilder); return(EnemyParam.NewCharacter as IEnemy); }
public override IEnemy CreateEnemy(ENUM_Enemy enumEnemy, ENUM_Weapon enumWeapon, Vector3 SpawnPostion, Vector3 AttackPostion) { // 产生Enenmy的参数 EnemyBuildParam EnemyParam = new EnemyBuildParam(); switch (enumEnemy) { case ENUM_Enemy.Elf: EnemyParam.NewCharacter = new EnemyElf(); break; case ENUM_Enemy.Troll: EnemyParam.NewCharacter = new EnemyTroll(); break; case ENUM_Enemy.Ogre: EnemyParam.NewCharacter = new EnemyOgre(); break; default: Debug.LogWarning("CreateEnemy:无法产生[" + enumEnemy + "]"); return(null); } if (EnemyParam.NewCharacter == null) { return(null); } EnemyParam.emWeapon = enumWeapon; EnemyParam.SpawnPosition = SpawnPostion; EnemyParam.AttackPosition = AttackPostion; EnemyBuilder theEnemyBuilder = new EnemyBuilder(); theEnemyBuilder.SetBuildParam(EnemyParam); m_BuilderDirector.Construct(theEnemyBuilder); return(EnemyParam.NewCharacter as IEnemy); }
// 建立Enemy public override IEnemy CreateEnemy( ENUM_Enemy emEnemy, ENUM_Weapon emWeapon, Vector3 SpawnPosition, Vector3 AttackPosition) { // 產生Enemy的參數 EnemyBuildParam EnemyParam = new EnemyBuildParam(); // 產生對應的Character switch( emEnemy) { case ENUM_Enemy.Elf: EnemyParam.NewCharacter = new EnemyElf(); break; case ENUM_Enemy.Troll: EnemyParam.NewCharacter = new EnemyTroll(); break; case ENUM_Enemy.Ogre: EnemyParam.NewCharacter = new EnemyOgre(); break; default: Debug.LogWarning("無法建立["+emEnemy+"]"); return null; } if( EnemyParam.NewCharacter == null) return null; // 設定共用參數 EnemyParam.emWeapon = emWeapon; EnemyParam.SpawnPosition = SpawnPosition; EnemyParam.AttackPosition = AttackPosition; // 產生對應的Builder及設定參數 EnemyBuilder theEnemyBuilder = new EnemyBuilder(); theEnemyBuilder.SetBuildParam( EnemyParam ); // 產生 m_BuilderDirector.Construct( theEnemyBuilder ); return EnemyParam.NewCharacter as IEnemy; }
public override void SetBuildParam(ICharacterBuildParam theParam) { m_BuildParam = theParam as EnemyBuildParam; }
public override void SetBuildParam( ICharacterBuildParam theParam ) { m_BuildParam = theParam as EnemyBuildParam; }
public override void setBuildParam(ICharacterBuildParam characterBuildParam) { m_enemyBuildParam = characterBuildParam as EnemyBuildParam; }