Exemple #1
0
    public void AddElem(TowerElem towerElem)
    {
        Renderer temp = m_AtomList[atomIndex].GetComponent <Renderer>();

        temp.enabled = true;
        //依赖于塔列表赋值时的顺序   已写死
        temp.material = m_MaterialList[(int)towerElem];
        atomIndex++;
    }
Exemple #2
0
 public void AddElem(TowerElem towerElem)
 {
     towerElemCount[(int)towerElem]++;
     elemCount++;
     m_Atom.AddElem(towerElem);
     //如果加入的是范围元素
     if (towerElem == TowerElem.Range)
     {
         //改变攻击方式
         isFireRange = true;
     }
 }
Exemple #3
0
    public int levelSign;                            //建造塔的时候,获取关卡等级 用于检测是否为新塔,判断升级时是否奖励塔

    public void Init(TowerElem towerElem, GameObject[] m_TowerModules)
    {
        this.m_TowerModules = m_TowerModules;
        towerElemCount      = new int[(int)TowerElem.MaxCount];
        for (int i = 0; i < (int)TowerElem.MaxCount; i++)
        {
            towerElemCount[i] = 0;
        }

        //记录建造时的关卡等级
        levelSign = UIGameLevel.level;

        //初始加入一个元素
        singleElem      = towerElem;
        currentModuleID = towerElem;
        elemCount++;
        towerElemCount[(int)towerElem] = 1;
        InitBasicTower();
    }
Exemple #4
0
    public void AddElem(TowerElem towerElem)
    {
        elemCount++;
        towerElemCount[(int)towerElem]++;

        //如果加入的元素后,同类元素数量大于等于2,表示当前该塔拥有相同元素,可用于升级3级塔
        if (towerElemCount[(int)towerElem] >= 2)
        {
            multipleElem = towerElem;
            //如果同种元素大于等于2,而且塔的模型不是该种元素的模型
            if (currentModuleID != towerElem)
            {
                //换模型
                Destroy(m_CurrentModule);
                currentModuleID = towerElem;
                InitBasicTower();
                return;
            }
        }
        m_BasicTower.AddElem(towerElem);
        m_BasicTower.RecalcInfo();
    }