public void NewProperty(NewChanges changes) { UnitProperties pro = new UnitProperties(); pro = this.properties; pro.isInitialized = changes.isInitialized; pro.teamFactionID = changes.teamFactionID; if (changes.heal > 0) { pro.currentHealth += changes.heal; } if (changes.damage > 0) { pro.currentHealth -= changes.damage; } if (pro.mouseTargetPosition != changes.mousePosition) { pro.oldMouseTargetPosition = pro.mouseTargetPosition; pro.mouseTargetPosition = changes.mousePosition; } if (pro.enemySeenTargetPosition != changes.enemySeenPosition) { pro.oldEnemySeenTargetPosition = pro.enemySeenTargetPosition; pro.enemySeenTargetPosition = changes.enemySeenPosition; } pro.isSelected = changes.isSelected; pro.isSplitting = changes.isSplitting; pro.isMerging = changes.isMerging; pro.level = changes.newLevel; pro.isCommanded = changes.isCommanded; pro.isRecoveryEnabled = changes.isRecoveryEnabled; pro.targetUnit = changes.targetUnit; //pro.currentHealth = (int) changes.newCurrentHealth; pro.maxHealth = (int)changes.newMaxHealth; pro.attackFactor = changes.newAttack; pro.speedFactor = changes.newSpeed; pro.splitFactor = changes.newSplit; pro.mergeFactor = changes.newMerge; pro.attackCooldownFactor = changes.newAttackCooldown; pro.teamColor = changes.teamColor; Renderer renderer = this.GetComponent <Renderer>(); renderer.material.SetColor("_TeamColor", changes.teamColor); pro.isAttackCooldownEnabled = changes.isAttackCooldownEnabled; OnPropertiesChanged(pro); }
public void OnPropertiesChanged(UnitProperties pro) { this.properties = pro; }
public void NewProperty(NewChanges changes) { UnitProperties pro = new UnitProperties(); pro = this.properties; pro.isInitialized = changes.isInitialized; pro.teamFactionID = changes.teamFactionID; if (changes.heal > 0) { pro.currentHealth += changes.heal; } if (changes.damage > 0) { pro.currentHealth -= changes.damage; } if (pro.mouseTargetPosition != changes.mousePosition) { pro.oldMouseTargetPosition = pro.mouseTargetPosition; pro.mouseTargetPosition = changes.mousePosition; } if (pro.enemySeenTargetPosition != changes.enemySeenPosition) { pro.oldEnemySeenTargetPosition = pro.enemySeenTargetPosition; pro.enemySeenTargetPosition = changes.enemySeenPosition; } pro.isSelected = changes.isSelected; pro.isSplitting = changes.isSplitting; pro.isMerging = changes.isMerging; pro.level = changes.newLevel; pro.isCommanded = changes.isCommanded; pro.isRecoveryEnabled = changes.isRecoveryEnabled; pro.targetUnit = changes.targetUnit; //pro.currentHealth = (int) changes.newCurrentHealth; pro.maxHealth = (int) changes.newMaxHealth; pro.attackFactor = changes.newAttack; pro.speedFactor = changes.newSpeed; pro.splitFactor = changes.newSplit; pro.mergeFactor = changes.newMerge; pro.attackCooldownFactor = changes.newAttackCooldown; pro.teamColor = changes.teamColor; Renderer renderer = this.GetComponent<Renderer>(); renderer.material.SetColor("_TeamColor", changes.teamColor); pro.isAttackCooldownEnabled = changes.isAttackCooldownEnabled; OnPropertiesChanged(pro); }