//升级攻击力加5; public void addAttack() { if (selectedSoldier.GetComponent <Unit>() == null || selectedSoldier == null) { return; } if (selectedSoldier.GetComponent <Unit>().beenUpgraded == false) { if (GameManager.Instance.getTurn() == 0) { if (m_pUnit.getXPToLevelUp() > m_player1.getXP()) { return; } else { SoldierType.Soldiers mySoldier = selectedSoldier.GetComponent <Unit>().m_pSoldier; mySoldier.modifyAttack(5); selectedSoldier.GetComponent <Unit>().beenUpgraded = true; GameObject popText = Instantiate(floatingText, selectedSoldier.transform.position, Quaternion.identity); popText.GetComponent <TextMesh>().text = "Attack + 5"; popText.GetComponent <TextMesh>().color = Color.white; SoundEffectManager.Instance.playAudio(2); m_player1.modifyXP(-m_pUnit.getXPToLevelUp()); } } else if (GameManager.Instance.getTurn() == 1) { if (m_pUnit.getXPToLevelUp() > m_player2.getXP()) { return; } else { SoldierType.Soldiers mySoldier = selectedSoldier.GetComponent <Unit>().m_pSoldier; mySoldier.modifyAttack(5); selectedSoldier.GetComponent <Unit>().beenUpgraded = true; GameObject popText = Instantiate(floatingText, selectedSoldier.transform.position, Quaternion.identity); popText.GetComponent <TextMesh>().text = "Attack + 5"; popText.GetComponent <TextMesh>().color = Color.white; SoundEffectManager.Instance.playAudio(2); m_player1.modifyXP(-m_pUnit.getXPToLevelUp()); } } } }