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++; }
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; } }
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(); }
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(); }