Esempio n. 1
0
    private void SetTarget(Collider2D other)
    {
        ShootSkill.SaveTarget(_camp, other.transform);
        // 可能调用时敌人被消灭,不能调用协程取消锁定, 或当协程还未执行完时,敌人被消灭,也不能取消子弹锁定, 所有用GameManager的方法开启协程
//        StartCoroutine(UnSetTarget(other));
        GameManager.Instance.StartCoroutine(UnSetTarget(other));
    }
Esempio n. 2
0
    public void UpdatePlayerCharacterInfo()
    {
        CharactersData.CharacterInfo info = characterDataHolder.GetCharacterInfo(playerDataHolder.selectedCharacterId);

        playerCharacterInfo.character.UpdateCharacter((int)info.id, info.level);

        CharacterTableSet.CharacterTable          charTable = charTableSet.GetCharacterTable(info.id);
        CharacterTableSet.CharacterShopLevelTable levelInfo = charTable.GetLevelInfo(info.level);

        if (info.level < charTable.maxLevel)
        {
            playerCharacterInfo.levelObject.SetActive(true);
            playerCharacterInfo.levelMaxObject.SetActive(false);

            playerCharacterInfo.level.text = levelInfo.level.ToString();
            playerCharacterInfo.levelSlider.sliderValue = (float)levelInfo.level / charTable.maxLevel;
        }
        else
        {
            playerCharacterInfo.levelObject.SetActive(false);
            playerCharacterInfo.levelMaxObject.SetActive(true);
        }

        playerCharacterInfo.nameLabel.text = TextTableSet.GetText_(charTable.nameIndex);

        ShootSkill skillInfo = (ShootSkill)SkillFactory.Instance.GetSkillInfo(charTable.GetIngameLevelInfo(levelInfo.level).shootSkillId);

        playerCharacterInfo.weaponTexture.mainTexture = Resources.Load(string.Format("Bullet/icon/{0}", skillInfo.resourceName)) as Texture;

        for (int i = 0; i < playerCharacterInfo.heartsObject.Length; i++)
        {
            playerCharacterInfo.heartsObject[i].SetActive(i < levelInfo.healthPoint);
        }
    }
Esempio n. 3
0
    // 当敌机被歼灭时或超过引导时间,取消引导
    IEnumerator UnSetTarget(Collider2D target)
    {
        float time = 0f;

        while (time < signalTime)
        {
            yield return(null);

            time += Time.deltaTime;
            if (!target.gameObject.activeInHierarchy)
            {
                break;
            }
        }

        ShootSkill.SaveTarget(_camp, null);
    }