public void ShowInfo(ICamp Camp) { Show(); m_Camp = Camp; // 名称 m_CampNameTxt.text = m_Camp.GetName(); // 训练花费 m_TrainCostTxt.text = string.Format("AP:{0}", m_Camp.GetTrainCost()); // 训练中信息 ShowOnTrainInfo(); // Icon IAssetFactory Factory = RTSFactory.GetAssetFactory(); m_CampImage.sprite = Factory.LoadSprite(m_Camp.GetIconSpriteName()); // 升级功能 if (m_Camp.GetLevel() <= 0) { EnableLevelInfo(false); } else { EnableLevelInfo(true); m_CampLvTxt.text = string.Format("等级:" + m_Camp.GetLevel()); m_WeaponLvTxt.text = string.Format("武器等级:" + m_Camp.GetWeaponLevel()); } }
// 顯示資訊 public void ShowInfo(ICamp Camp) { //Debug.Log("顯示兵營資訊"); Show (); m_Camp = Camp; // 名稱 m_CampNameTxt.text = m_Camp.GetName(); // 訓練花費 m_TrainCostText.text = string.Format("AP:{0}",m_Camp.GetTrainCost()); // 訓練中資訊 ShowOnTrainInfo(); // Icon IAssetFactory Factory = PBDFactory.GetAssetFactory(); m_CampImage.sprite = Factory.LoadSprite( m_Camp.GetIconSpriteName()); // 升級功能 if( m_Camp.GetLevel() <= 0 ) EnableLevelInfo(false); else { EnableLevelInfo(true); m_CampLvTxt.text = string.Format("等級:" + m_Camp.GetLevel()); ShowWeaponLv();// 顯示武器等級 } }
// 设定兵营使用的Script private void AddCampScript(GameObject theGameObject, ICamp Camp) { // 加入Script CampOnClick CampScript = theGameObject.AddComponent <CampOnClick>(); CampScript.theCamp = Camp; }
// 显示信息 public void ShowInfo(ICamp Camp) { //Debug.Log("显示兵营信息"); Show(); m_Camp = Camp; // 名称 m_CampNameTxt.text = m_Camp.GetName(); // 训练花费 m_TrainCostText.text = string.Format("AP:{0}", m_Camp.GetTrainCost()); // 训练中信息 ShowOnTrainInfo(); // Icon IAssetFactory Factory = PBDFactory.GetAssetFactory(); m_CampImage.sprite = Factory.LoadSprite(m_Camp.GetIconSpriteName()); // 升級功能 if (m_Camp.GetLevel() <= 0) { EnableLevelInfo(false); } else { EnableLevelInfo(true); m_CampLvTxt.text = string.Format("等级:" + m_Camp.GetLevel()); ShowWeaponLv(); // 显示武器等级 } }
void Buy_Items() { int index = ((VillageMapPointController)StaticValues.points[StaticValues.currentLocate.GetIDViillage()]).id; while (StaticValues.Cities[index].Shop_Buy.Items.Count > 0) { SlotItem item = StaticValues.Cities[index].Shop_Buy.Items[StaticValues.Cities[index].Shop_Buy.Items.Count - 1]; if (item.item.Category != ItemCategory.Camp) { int rest = StaticValues.InvMagazine.AddItem(item.item, item.amount); if (rest > 0) { StaticValues.Money -= (item.amount - rest) * item.item.Value; item.amount = rest; } else { StaticValues.Money -= item.amount * item.item.Value; StaticValues.Cities[index].Shop_Buy.RemoveItem(item); } } else { ICamp.UpgradeCamp(item); StaticValues.Cities[index].Shop_Buy.RemoveItem(item); } } }
public void ShowCampInfo(ICamp camp) { mFacade.HideSoldier(); Show(); mCamp = camp; mCampIcon.sprite = FactoryManager.assetFactory.LoadSprite(camp.iconSprite); mCampName.text = camp.name; //mCampLevel.text = camp.lv.ToString(); }
public void showCampInfo(ICamp camp) { Show(); mCamp = camp; mCampIcon.sprite = FactoryManager.AssetFactory.LoadSprite(camp.Icon); mCampName.text = camp.Name; mCampLv.text = camp.Lv.ToString(); showWeaponLv(camp.WeaponType); mTrain.transform.Find("Text").GetComponent <Text>().text = "训练\n" + mCamp.EnergyCostTrain + "能量"; showTrainingInfo(); }
public void ShowCampInfo(ICamp camp) { mCurrentCamp = camp; Show(); mCampIcon.sprite = FactoryManager.assetFactory.LoadSprite(camp.iconSprite); mCampName.text = camp.name; mCampLevel.text = camp.lv.ToString(); mTrainBtnText.text = "训练\n消耗" + mCurrentCamp.energyCostTrianCharacter + "点能量"; ShowWeaponLevel(camp.weaponType); ShowTrainingInfo(); }
public void ShowCampInfo(ICamp camp) { Show(); m_Camp = camp; m_CampIcon.sprite = FactoryManager.AssetFactory.LoadSprite(camp.IconSprite); m_CampName.text = camp.Name; m_CampLevel.text = camp.Lv.ToString(); ShowWeaponLevel(m_Camp.WeaponType); m_TrainBtnText.text = "训练\n" + m_Camp.EnergyCostTrain + "点能量"; ShowTrainingInfo(); }
// 初始化兵营 private void InitCamp() { string campIcon_red = ""; GameObject go = UnityTool.FindChild(mMapParentGO, "RedCamp"); mRedCamp = new SoldierCamp(go, "RedCamp", campIcon_red, CampType.Red); string campIcon_blue = ""; go = UnityTool.FindChild(mMapParentGO, "BlueCamp"); mBlueCamp = new SoldierCamp(go, "BlueCamp", campIcon_blue, CampType.Blue); }
private void OnTErainBtnClick(string text) { if (camp == null) { camp = pBDG_Game.GetICamp(text); } if (camp != null) { //添加命令 camp.Train(); } }
/// <summary> ///显示 /// </summary> /// <param name="camp"></param> public void ShowCampInfoUI(ICamp camp) { Show(); mCamp = camp; mCampIcon.sprite = FactoryManager.GetAssetFactory.LoadSprite(camp.IconSprite); mCampName.text = camp.Name; ShowSodlierNumInfo(camp.SoldierType); isCanUpLv(camp.IsCaptiveCamp); ShowCampLv(camp.Lv); ShowWeaponLv(camp.weaponType); ShowTrainingInfo(); }
/// <summary> /// 创建出来点击后放置到地面上 /// </summary> private void OnClickMouse() { if (campNow != null) { if (Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); if (Physics.Raycast(ray, out hit)) { bool isFlag = isDown(hit.point); if (isFlag) { campNow.transform.position = hit.point; //查找对应的兵营 ICamp camp = FindCamp(campNow.transform.name); //设置游戏物体 camp.SetGame(campNow); camp.SetIsDown(true); AllCampGame.Add(campNow); //刷新显示 m_PBDGame.RefreshShowCamp(); //当前建筑物已经抵达地面 campNow = null; } else { Debug.LogError("目前位置不可以建造"); } } } } else { return; } }
public void ShowCampInfo(ICamp camp) { Show(); mCamp = camp; if (mCamp.isCaptiveCamp == false) { mCampUpgradeBtn.interactable = true; mWeaponUpgradeBtn.interactable = true; } else { mCampUpgradeBtn.interactable = false; mWeaponUpgradeBtn.interactable = false; } mCampIcon.sprite = FactoryManager.assetFactory.LoadSprite(camp.iconSprite); mCampName.text = camp.name; mCampLevel.text = camp.level.ToString(); ShowWeaponLevel(camp.weaponType); mTrainBtnText.text = "训练\n" + mCamp.energyCostTrain + "点能量"; ShowTrainingInfo(); }
public CampController(ICamp camp) { Icamp = camp; }
void ShopFunction(bool isBuy, Slot slot, Slot destiny) { if (isBuy) { if ((slot.item.amount * slot.item.item.Value) <= StaticValues.Money) { if (Input.GetKey(KeyCode.LeftShift)) { GameObject split = GetComponentInParent <GUIControll>().GUIEnabled.Split; split.GetComponent <SplitPanel>().SetItem(slot.item); split.GetComponent <SplitPanel>().Button_Submit.onClick.RemoveAllListeners(); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => Buy(slot.item, split.GetComponent <SplitPanel>().Value)); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => split.GetComponent <SplitPanel>().Close()); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => destiny.GetComponentInParent <MagazinePanel>().UpdateSlot()); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => destiny.GetComponentInParent <MarketplacePanel>().UpdateGUI()); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => destiny.GetComponentInParent <MarketplacePanel>().SpawnSlots()); split.SetActive(true); } else { Buy(slot.item, slot.item.amount); } } } else { if (Input.GetKey(KeyCode.LeftShift)) { GameObject split = GetComponentInParent <GUIControll>().GUIEnabled.Split; split.GetComponent <SplitPanel>().SetItem(slot.item); split.GetComponent <SplitPanel>().Button_Submit.onClick.RemoveAllListeners(); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => Sell(slot.item, split.GetComponent <SplitPanel>().Value)); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => split.GetComponent <SplitPanel>().Close()); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => slot.GetComponentInParent <MarketplacePanel>().SpawnSlots()); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => slot.GetComponentInParent <MarketplacePanel>().UpdateGUI()); split.GetComponent <SplitPanel>().Button_Submit.onClick.AddListener(() => slot.GetComponentInParent <MagazinePanel>().UpdateSlot()); split.SetActive(true); } else { Sell(slot.item, slot.item.amount); } } void Buy(SlotItem item, int amount) { if (item.item.Category != ItemCategory.Camp) { var temp = item; int rest = StaticValues.InvMagazine.AddItem(temp.item, amount); StaticValues.Money -= ((amount - rest) * temp.item.Value); StaticValues.Cities[0].ShopItems.RemoveItem(item, amount - rest); } else { ICamp.UpgradeCamp(item); StaticValues.Cities[0].ShopItems.RemoveItem(item); } } void Sell(SlotItem item, int amount) { StaticValues.Money += (amount * item.item.Value); var temp = item; StaticValues.InvMagazine.RemoveItem(item, amount); temp = new SlotItem(temp.item, amount); StaticValues.Cities[0].ShopItems.AddItem(temp, true); } }
/// <summary> /// 显示兵营UI /// </summary> /// <param name="camp"></param> public void ShowCampInfo(ICamp camp) { mSoldierInfoUI.Hide(); mCampInfoUI.ShowCampInfoUI(camp); }
public void ShowCampInfo(ICamp camp) { mCampInfoUI.ShowCampInfo(camp); }
// 顯示兵營資訊 public void ShowCampInfo( ICamp Camp ) { m_CampInfoUI.ShowInfo( Camp ); m_SoldierInfoUI.Hide(); }
public void UpgradeField() { ICamp.UpgradeCamp(ICamp.Type_Camp.FieldHospital); }
// 設定兵營使用的Script private void AddCampScript(GameObject theGameObject,ICamp Camp) { // 加入Script CampOnClick CampScript = theGameObject.AddComponent<CampOnClick>(); CampScript.theCamp = Camp; }
public CampController(ICamp _objCamp) { objCamp = _objCamp; }
void CreateUpgrade() { for (int i = 0; i < TypeUpgrade.Count; i++) { bool canSpawn = true; switch (TypeUpgrade[i]) { case ICamp.Type_Camp.FieldHospital: if (StaticValues.Camp.upgrades.FieldHospital >= 5) { canSpawn = false; } break; case ICamp.Type_Camp.Herbalist: if (StaticValues.Camp.upgrades.Herbalist >= 5) { canSpawn = false; } break; case ICamp.Type_Camp.Lumberjack: if (StaticValues.Camp.upgrades.Lumberjack >= 5) { canSpawn = false; } break; case ICamp.Type_Camp.Magazine: if (StaticValues.Camp.upgrades.Magazine >= 5) { canSpawn = false; } break; case ICamp.Type_Camp.Recruit: if (StaticValues.Camp.upgrades.Recruit >= 5) { canSpawn = false; } break; case ICamp.Type_Camp.Tents: if (StaticValues.Camp.upgrades.Tents >= 5) { canSpawn = false; } break; case ICamp.Type_Camp.Workshop: if (StaticValues.Camp.upgrades.Workshop >= 5) { canSpawn = false; } break; } if (canSpawn) { ICamp upgrade = new ICamp(TypeUpgrade[i]); SlotItem item = new SlotItem(upgrade, 1); ShopItems.Items.Add(item); } } }
public static void UpgradeCamp(SlotItem item) { ICamp upgrade = (ICamp)item.item; switch (upgrade.TypeCamp) { case ICamp.Type_Camp.FieldHospital: if (StaticValues.Camp.upgrades.FieldHospital < 5) { StaticValues.Camp.upgrades.FieldHospital++; } break; case ICamp.Type_Camp.Herbalist: if (StaticValues.Camp.upgrades.Herbalist < 5) { StaticValues.Camp.upgrades.Herbalist++; StaticValues.WorkshopPoints.Herbalist.Add(0); } break; case ICamp.Type_Camp.Lumberjack: if (StaticValues.Camp.upgrades.Lumberjack < 5) { StaticValues.Camp.upgrades.Lumberjack++; } break; case ICamp.Type_Camp.Magazine: if (StaticValues.Camp.upgrades.Magazine < 5) { StaticValues.Camp.upgrades.Magazine++; StaticValues.InvMagazine.Capacity(); } break; case ICamp.Type_Camp.Recruit: if (StaticValues.Camp.upgrades.Recruit < 5) { StaticValues.Camp.upgrades.Recruit++; } break; case ICamp.Type_Camp.Tents: if (StaticValues.Camp.upgrades.Tents < 5) { StaticValues.Camp.upgrades.Tents++; StaticValues.Camp.UnitMax = 5 + 5 * StaticValues.Camp.upgrades.Tents; } break; case ICamp.Type_Camp.Workshop: if (StaticValues.Camp.upgrades.Workshop < 5) { StaticValues.Camp.upgrades.Workshop++; StaticValues.WorkshopPoints.Blacksmith.Add(0); } break; } StaticValues.Money -= item.amount * item.item.Value; }
public void ShowCampInfo(ICamp camp) // 设置显示兵营信息 { mCampInfoUI.ShowCampInfo(camp); }
public void ShowCampInfo(ICamp Camp) { m_CampInfoUI.ShowInfo(Camp); m_SoldierInfoUI.Hide(); }
public CampController() { Icamp = new CampRepo(); }
public void showCampInfo(ICamp camp) { mCampInfoUI.showCampInfo(camp); }
public void UpgradeBlacksmith() { ICamp.UpgradeCamp(ICamp.Type_Camp.Workshop); }