Esempio n. 1
0
 public void SetCreatureType(CommonTypes.MinionTeam type)
 {
     m_type = type;
 }
Esempio n. 2
0
    // Use this for initialization

    private void UnitObjectCreate(string prefabsName, int unique_id, string unitType, int hp, int attack, float attackSpeed, float moveSpeed, CommonTypes.MinionTeam miniontype)
    {
        string     prefabsPath = "prefabs/Unit/" + prefabsName;
        GameObject prefabsLoad = Resources.Load(prefabsPath) as GameObject;

        if (prefabsLoad == null)
        {
            return;
        }

        GameObject unitProduceObject = Instantiate(prefabsLoad) as GameObject;

        if (unitProduceObject == null)
        {
            return;
        }

        unitProduceObject.transform.parent = this.transform;
        unitProduceObject.name             = prefabsName + "_" + unique_id;

        Creature_p creatureScript = unitProduceObject.transform.GetComponent <Creature_p>();

        if (creatureScript == null)
        {
            return;
        }

        int childCount = unitProduceObject.transform.GetChildCount();

        if (childCount == 4)
        {
            GameObject hpobject = unitProduceObject.transform.GetChild(3).transform.gameObject;
            if (hpobject == null)
            {
                return;
            }

            Slider HpBar = hpobject.transform.GetComponent <Slider>();
            if (HpBar == null)
            {
                return;
            }

            HpBar.maxValue = hp;
            HpBar.value    = HpBar.maxValue;
        }

        switch (unitType)
        {
        case "Hero":

            creatureScript.SetUniqueIndex(unique_id);
            creatureScript.SetCreatureType(miniontype);
            creatureScript.SetStatusType(CommonTypes.StatusType.STATUS_TYPE_PLAY);
            creatureScript.SetAttackType(CommonTypes.AttackType.ATTACK_TYPE_NONE);
            //creatureScript.SetCollisionType(CommonTypes.CollisionType.COLLISION_TYPE_NONE);
            creatureScript.SetGameStatusType(CommonTypes.GameStatusType.GAMESTATUS_TYPE_NONE);


            unitProduceObject.GetComponent <HeroUnit_c>().SetUserUnitHP(hp);
            unitProduceObject.GetComponent <HeroUnit_c>().SetUserUnitAttack(attack);
            unitProduceObject.GetComponent <HeroUnit_c>().SetUserUnitAttackSpeed(attackSpeed);
            unitProduceObject.GetComponent <HeroUnit_c>().SetUserUnitMoveSpeed(moveSpeed);

            m_objectList.GetUnitGameObject().SetUnitGameObject(unique_id, ref unitProduceObject);
            break;

        case "Nomal":



            break;

        case "SCV":

            creatureScript.SetUniqueIndex(unique_id);
            creatureScript.SetCreatureType(miniontype);
            creatureScript.SetStatusType(CommonTypes.StatusType.STATUS_TYPE_SCV_NONE);
            creatureScript.SetAttackType(CommonTypes.AttackType.ATTACK_TYPE_NONE);
            //creatureScript.SetCollisionType(CommonTypes.CollisionType.COLLISION_TYPE_NONE);
            creatureScript.SetGameStatusType(CommonTypes.GameStatusType.GAMESTATUS_TYPE_NONE);
            break;
        }
    }