public void createEnemyEveryEvent(int count)
 {
     for (int i = 0; i < count; i++)
     {
         //Debug.Log(AllEventlist.Count);
         int race;
         if (Random.Range(1, 11) > 7)
         {
             race = Random.Range(1, 8);
         }
         else
         {
             race = 0;
         }
         if (Global.AllEnemyEventlist.Count == 0)
         {
             //Debug.Log("AllEnemyEventlist.Count = " + AllEnemyEventlist.Count);
             race = 0;
         }
         EveryEvent newEveryEvent = new EveryEvent(race.ToString(), Random.Range(0, 7).ToString());
         Global.AllEnemyEventlist.Add(newEveryEvent);
         Vector3 tempEveryEnemyEventPosition = new Vector3(Global.lastEveryEnemyEventPosition.x + Global.everyEventOffset, 1, 0);
         Vector3 newEveryEventPosition       = new Vector3(Global.lastEveryEnemyEventPosition.x + Global.everyEventOffset + AllEnemyEvent.transform.position.x, 1, 0);
         Global.lastEveryEnemyEventPosition = tempEveryEnemyEventPosition;
         GameObject newEveryEventPrefab = Instantiate(EveryEventPrefab, newEveryEventPosition, Quaternion.identity);
         //Debug.Log(newEveryEventPrefab.transform.position.x);
         newEveryEventPrefab.transform.parent = AllEnemyEvent.transform;
         //Debug.Log(newEveryEventPrefab.transform.position.x);
         setSprite(newEveryEventPrefab, newEveryEvent);
         setEveryEvent(newEveryEventPrefab, newEveryEvent);
     }
 }
    void setSprite(GameObject m_GameObject, EveryEvent newEveryEvent)
    {
        Sprite sprite = null;

        //Debug.Log("newEveryEvent.race=" + newEveryEvent.race + "; newEveryEvent.skill=" + newEveryEvent.skill) ;
        switch (newEveryEvent.race)
        {
        case "0":
            sprite = NullEventIcon;
            break;

        case "1":
            sprite = EventIcons_1[int.Parse(newEveryEvent.skill)];
            break;

        case "2":
            sprite = EventIcons_2[int.Parse(newEveryEvent.skill)];
            break;

        case "3":
            sprite = EventIcons_3[int.Parse(newEveryEvent.skill)];
            break;

        case "4":
            sprite = EventIcons_4[int.Parse(newEveryEvent.skill)];
            break;

        case "5":
            sprite = EventIcons_5[int.Parse(newEveryEvent.skill)];
            break;

        case "6":
            sprite = EventIcons_6[int.Parse(newEveryEvent.skill)];
            break;

        case "7":
            sprite = EventIcons_7[int.Parse(newEveryEvent.skill)];
            break;
        }
        m_GameObject.GetComponent <SpriteRenderer>().sprite = sprite;
        if (newEveryEvent.race.Equals("0"))
        {
            //设置颜色
            m_GameObject.GetComponent <SpriteRenderer>().color = new Color32(112, 200, 181, 255);
        }
    }
Esempio n. 3
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 public void setEveryEvent(EveryEvent tempEveryEvent)
 {
     everyEvent = tempEveryEvent;
 }
    public bool ExecSkill()
    {
        if (Global.EveryEventGameObjectsList.Count >= 1)
        {
            EveryEvent everyEvent = Global.EveryEventGameObjectsList[Global.EveryEventGameObjectsList.Count - 1]
                                    .gameObject.GetComponent <EveryEventController>().getEveryEvent();
            //Debug.Log("everyEvent = " + everyEvent);
            Debug.Log("\neveryEvent.race=" + everyEvent.race + "\neveryEvent.skill=" + everyEvent.skill);
            if (!everyEvent.race.Equals("0"))
            {
                int    injuryValue = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].injuryValue;
                string skillname   = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].skillname;
                Debug.Log("injuryValue = " + injuryValue);
                Debug.Log("skillname = " + skillname);
                showCombatInformationText(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue));
                switch (everyEvent.skill)
                {
                case "4":
                    showBloodPrefab(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue));
                    break;

                case "6":
                    showBloodPrefab(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue));
                    GameController.setBlood((Global.currentBloodValue + injuryValue) >= 100 ? 100 : Global.currentBloodValue + injuryValue);

                    break;

                default:
                    showBloodPrefab(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue));
                    GameController.setBloodEnemy((Global.currentEnemyBloodValue + injuryValue) >= 100 ? 100 : Global.currentEnemyBloodValue + injuryValue);
                    break;
                }
            }
        }
        if (Global.EnemyEveryEventGameObjectsList.Count >= 1)
        {
            EveryEvent everyEvent = Global.EnemyEveryEventGameObjectsList[Global.EnemyEveryEventGameObjectsList.Count - 1]
                                    .gameObject.GetComponent <EveryEventController>().getEveryEvent();
            //Debug.Log("everyEvent = " + everyEvent);
            Debug.Log("\neveryEvent.race=" + everyEvent.race + "\neveryEvent.skill=" + everyEvent.skill);
            if (!everyEvent.race.Equals("0"))
            {
                int    injuryValue = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].injuryValue;
                string skillname   = everyEvents.everyEvents[(int.Parse(everyEvent.race) - 1) * 7 + int.Parse(everyEvent.skill)].skillname;
                Debug.Log("injuryValue = " + injuryValue);
                Debug.Log("skillname = " + skillname);
                showCombatInformationText(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue));


                switch (everyEvent.skill)
                {
                case "4":
                    showBloodPrefab(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue));
                    break;

                case "6":
                    showBloodPrefab(1, everyEvent.skill, skillname, Mathf.Abs(injuryValue));
                    GameController.setBloodEnemy((Global.currentEnemyBloodValue + injuryValue) >= 100? 100: Global.currentEnemyBloodValue + injuryValue);
                    break;

                default:
                    showBloodPrefab(0, everyEvent.skill, skillname, Mathf.Abs(injuryValue));
                    GameController.setBlood((Global.currentBloodValue + injuryValue) >= 100 ? 100 : Global.currentBloodValue + injuryValue);
                    break;
                }
            }
        }
        return(true);
    }
 void setEveryEvent(GameObject m_GameObject, EveryEvent newEveryEvent)
 {
     m_GameObject.GetComponent <EveryEventController>().setEveryEvent(newEveryEvent);
 }