public void ResurrectionSolider(int ID) { CallBullidButtonController(m_SoliderID); m_InputControl.CheckTowerList(); m_ChangePositionList[ID] = m_InputControl.m_activeTowerList[m_InputControl.m_activeTowerList.Count - 1]; m_ChangePositionList [ID].transform.parent = m_TowerParent; m_ChangePositionList [ID].transform.localPosition = m_SetPosition [ID]; m_ChangePositionList [ID].gameObject.name = "Solider" + ID.ToString(); SoliderController m_SoliderController = m_ChangePositionList [ID].gameObject.GetComponent <SoliderController> (); m_SoliderController.m_TowerSoliderController = this.transform.GetComponent <TowerSoliderController>(); /*這裡是到時空降使用 * TweenPosition m_TweenPosition = m_ChangePositionList [b].gameObject.GetComponent<TweenPosition>(); * m_TweenPosition.enabled = true; * m_TweenPosition.delay = m_DelayTime; * m_TweenPosition.from = new Vector3 (m_SetPosition [b].x, 0, 5); * m_TweenPosition.to = m_SetPosition [b]; * m_TweenPosition.PlayForward (); * m_DelayTime += 0.3f; * //*/ m_ReIsOn [ID] = true; }
public void ShowSolider() { for (int a = 0; a < 3; a++) { CallBullidButtonController(m_SoliderID); } m_InputControl.CheckTowerList(); m_activeTowerList.Add(this.gameObject.GetComponent <UnitTower>()); int index = m_InputControl.m_activeTowerList.Count; for (int b = 0; b < 3; b++) { m_ChangePositionList.Add(m_InputControl.m_activeTowerList[index - 1 - b]); Debug.Log(m_ChangePositionList [b].transform.position); m_ChangePositionList [b].transform.parent = m_TowerParent; m_ChangePositionList [b].transform.localPosition = m_SetPosition [b]; m_ChangePositionList [b].gameObject.name = "Solider" + b.ToString(); BoxCollider m_BoxCollider = m_ChangePositionList [b].gameObject.GetComponent <BoxCollider> (); m_BoxCollider.center = new Vector3(m_ChangePositionList [b].transform.localPosition.x * -2, 0, m_ChangePositionList [b].transform.localPosition.z * -2); SoliderController m_SoliderController = m_ChangePositionList [b].gameObject.GetComponent <SoliderController> (); m_SoliderController.m_TowerSoliderController = this; m_BlackMax += m_SoliderController.m_BlackMax; /*這裡是到時空降使用 * TweenPosition m_TweenPosition = m_ChangePositionList [b].gameObject.GetComponent<TweenPosition>(); * m_TweenPosition.enabled = true; * m_TweenPosition.delay = m_DelayTime; * m_TweenPosition.from = new Vector3 (m_SetPosition [b].x, 0, 5); * m_TweenPosition.to = m_SetPosition [b]; * m_TweenPosition.PlayForward (); * m_DelayTime += 0.3f; * //*/ } m_AllSoliderSample.gameObject.SetActive(false); InvokeRepeating("CheckAllSolider", 1, 0.2f); }
public IdleState(SoliderController soliderController) { controller = soliderController; }