public void SetCreatureType(CommonTypes.MinionTeam type) { m_type = type; }
// 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; } }