void OnStageChange_ProduceSpeedUp(int level) { if (level == 0) { if (stateBuffLevel_produceSpeed != null) { if (stateBuffLevel_produceSpeed != null) { stateBuffLevel_produceSpeed.Release(); } stateBuffLevel_produceSpeed = null; } } else { if (stateBuffLevel_produceSpeed != null) { stateBuffLevel_produceSpeed.SetLevel(level, legionData.colorId); } else { GameObject go = War.pool.stateBuffProduceSpeedUp.Get(); stateBuffLevel_produceSpeed = go.GetComponent <AbstateStateBuffLevel>(); stateBuffLevel_produceSpeed.SetLevel(level, legionData.colorId); go.transform.SetParent(transform, false); go.transform.localPosition = Vector3.zero; go.transform.localEulerAngles = Vector3.zero; go.SetActive(true); } } }
void UpdateAtkUp() { if (stateBuffLevel_atk != null) { stateBuffLevel_atk.SetLevel(stateAtkUp, legionData.colorId); } }
void UpdateMoveSpeedUp() { if (stateBuffLevel_moveSpeed != null) { stateBuffLevel_moveSpeed.SetLevel(stateMoveSpeedUp, legionData.colorId); } }
void AddBuff(Buff buff) { GameObject go; switch (buff) { case Buff.None: shadow.enabled = true; break; case Buff.Attack_Up: go = War.pool.stateBuffAtkUp.Get(); stateBuffLevel_atk = go.GetComponent <AbstateStateBuffLevel>(); stateBuffLevel_atk.SetLevel(stateAtkUp, legionData.colorId); go.transform.SetParent(angleAnchor, false); go.transform.localPosition = Vector3.zero; go.transform.localEulerAngles = Vector3.zero; go.SetActive(true); break; case Buff.MoveSpeed_Up: go = War.pool.stateBuffMoveSpeedUp.Get(); stateBuffLevel_moveSpeed = go.GetComponent <AbstateStateBuffLevel>(); stateBuffLevel_moveSpeed.SetLevel(stateMoveSpeedUp, legionData.colorId); go.transform.SetParent(angleAnchor, false); go.transform.localPosition = Vector3.zero; go.transform.localEulerAngles = Vector3.zero; go.SetActive(true); break; } }