Exemple #1
0
    void UpdateInstances()
    {
        List <UnitInfoTag> remains = new List <UnitInfoTag>();

        for (int i = 0; i < instances.Count; i++)
        {
            if (GetUnit(instances[i].uuid) == null)
            {
                if (instances[i].basicUnit != null && !instances[i].basicUnit.isDead)
                {
                    instances[i].basicUnit.isDead = true;
                }
                Destroy(instances[i].gameObject);
                UpdateUnitNumberText();
            }
            else
            {
                remains.Add(instances[i]);
            }
        }
        instances = remains;
        for (int i = 0; i < units.Count; i++)
        {
            bool found = false;
            for (int j = 0; j < instances.Count; j++)
            {
                if (units[i].uuid == instances[j].uuid)
                {
                    instances[j].Apply(units[i]);
                    found = true;
                    //Schin update CD ready emotion
                    //this process has moved to inside Update() of BasicUnit
                    break;
                }
            }
            if (!found)
            {
                var        prefab = (GameObject)Resources.Load(UnitTypeIndexMapper.map[units[i].type]);
                GameObject g      = Instantiate(prefab);
                units[i].HP = g.GetComponent <UnitSpec>().MaxHP;
                units[i].MP = g.GetComponent <UnitSpec>().MaxMP;
                UnitInfoTag tag = g.GetComponent <UnitInfoTag>();
                tag.sim = this;
                tag.Apply(units[i]);
                tag.InitializeBasicUnit(units[i]);
                tag.SetOwned(units[i].owner == isClient);
                instances.Add(tag);
            }
        }
    }
Exemple #2
0
 void UpdateInstances()
 {
     for (int i = 0; i < units.Count; i++)
     {
         bool found = false;
         for (int j = 0; j < instances.Count; j++)
         {
             if (units[i].uuid == instances[j].uuid)
             {
                 instances[j].Apply(units[i]);
                 found = true;
                 break;
             }
         }
         if (!found)
         {
             GameObject  g   = Instantiate(prefabs[0]);
             UnitInfoTag tag = g.GetComponent <UnitInfoTag>();
             tag.Apply(units[i]);
             tag.SetOwned(units[i].owner == isClient);
             instances.Add(tag);
         }
     }
 }