Esempio n. 1
0
    // 创建普通Unit
    private Unit CreateNormalUnit(Tile tile, int level = -1)
    {
        if (level == -1)    // 未指定等级,就用随机等级
        {
            level = RandomController.Range(GlobalValue.NormalLevelList, GlobalValue.NormalProbList);
        }
        Transform unitTr = Instantiate(unitPrefab);
        Unit      unit   = unitTr.GetComponent <Unit>();

        unit.SetParent(tile);
        unit.SetData(level);
        return(unit);
    }
Esempio n. 2
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    void Start()
    {
        int[]   targets       = { 1, 2, 3, 4 };
        float[] probabilities = { 0.7f, 0.2f, 0.08f, 0.02f };

        int[] times = { 0, 0, 0, 0 };

        for (int i = 0; i < _times; i++)
        {
            int result = RandomController.Range(targets, probabilities);
            times[result - 1]++;
        }

        for (int i = 0; i < targets.Length; i++)
        {
            print(targets[i] + " 出现了 " + times[i] + " 次" + ", 概率为 " + (float)times[i] / _times * 100 + "%");
        }
    }
Esempio n. 3
0
    // 创建Unit
    private Unit CreateUnit(Tile tile, int level = -1)
    {
        int  type = RandomController.Range(GlobalValue.UnitClassList, GlobalValue.UnitSpawnProbList);
        Unit unit = null;

        switch (type)
        {
        case 1:
            unit = CreateNormalUnit(tile, level);
            break;

        case 2:
            unit = CreateMovableUnit(tile);
            break;

        default:
            print("Wrong type: " + type);
            break;
        }
        return(unit);
    }