void downUnit(int i, int j, UnitManager.node nodeNow) { // TODO if (nodeNow.needFood <= User.instance.foodVal && nodeNow.needMineral <= User.instance.mineralVal) { User.instance.foodVal -= nodeNow.needFood; User.instance.mineralVal -= nodeNow.needMineral; nodeNow.prefab.GetComponent <Unit>().nameUnit = nodeNow.name; GameObject now = Instantiate(nodeNow.prefab, new Vector3(i, j, -1), new Quaternion()); now.GetComponent <Unit>().isOwner = true; boardsUp[i, j] = now; for (int ii = 0; ii < width; ii++) { for (int jj = 0; jj < allowRow; jj++) { nowBoard = boards[ii, jj]; nowBoard.GetComponent <MeshRenderer>().material.SetColor("_ColorOut", Scene.instance.ownerColor); } } } //else //{ // // 资源不够 // if (SoldierManager.instance.dicSoldier[soldierName].needFood > User.instance.foodVal) // StartCoroutine(User.instance.redText(User.instance.foodText, 3, User.instance.foodText.color)); // if (SoldierManager.instance.dicSoldier[soldierName].needMineral > User.instance.mineralVal) // StartCoroutine(User.instance.redText(User.instance.mineralText, 3, User.instance.mineralText.color)); //} }
void showInfo(UnitManager.node s, bool isOwner) { if (!Time.timeScale.Equals(0)) { lastScale = Time.timeScale; Time.timeScale = 0; UIShow.instance.dSpeed.text = "x0"; } UIShow.instance.PlaneOfInfo.SetActive(true); UIShow.instance.nameText.text = "Name : " + s.name; UIShow.instance.typeText.text = isOwner ? "OUR" : "ENEMY"; UIShow.instance.needFoodText.text = "Need Food : " + s.needFood; UIShow.instance.needMineText.text = "Nedd Mine : " + s.needMineral; UIShow.instance.attackText.text = "Attack Val : [" + s.attackValMin + " , " + s.attackValMax + "]"; UIShow.instance.lifeText.text = "Life Val : " + s.lifeVal + " / " + s.maxVal; if (s.type == 1) { UIShow.instance.attackDisText.text = "Attack Dis : " + "Eight Dir"; // TODO } else { UIShow.instance.attackDisText.text = "Attack Dis : " + s.attackDis; } }