private void Create(IUnitServices unitservice) { var _unitService = provider.GetService <IUnitServices>(); var unitNature = new UnitNature() { Name = "机关单位" }; var unitAccount = new UnitAccount() { Name = "卢瑞生", Code = "luruisheng", PassWord = "******" }; var unit = new Unit() { Name = "淄博市人力资源和社会保障局", Code = "370303", UnitType = Domain.Enum.UnitType.Administrator, UnitNature = unitNature, Accounts = new List <UnitAccount>() { unitAccount } }; unitservice.Create(unit); }
public FightingUnitStat GenerateStat(UnitNature unitNature) { if (unitNature == UnitNature.Player) { return(new FightingUnitStat { meleeRange = 1f, damage = 10f, hp = 100f, attackSpeed = 0.5f, apFull = 100f, apMeleeAttackCost = 50f, apRangeAttackCost = 50f, apMovingCost = 25f }); } if (unitNature == UnitNature.Zombie1) { return(new FightingUnitStat { meleeRange = 0.7f, damage = 10f, hp = 20f, attackSpeed = 1f, apFull = 75f, apMeleeAttackCost = 50f, apRangeAttackCost = 50f, apMovingCost = 25f }); } if (unitNature == UnitNature.Zombie2) { return(new FightingUnitStat { meleeRange = 0.7f, damage = 0f, hp = 50f, attackSpeed = 1f, apFull = 75f, apMeleeAttackCost = 50f, apRangeAttackCost = 50f, apMovingCost = 25f }); } if (unitNature == UnitNature.Zombie3) { return(new FightingUnitStat { meleeRange = 0.7f, damage = 10f, hp = 20f, attackSpeed = 1f, apFull = 75f, apMeleeAttackCost = 50f, apRangeAttackCost = 75f, apMovingCost = 25f }); } return(null); }
private List <UnitParam> LayoutUnitAtRandom(List <Vector3Int> gridPositions, GameObject tile, int minimum, int maximum, UnitNature unitNature) { List <ObjectParam> list_objectParam = LayoutObjectAtRandom(gridPositions, tile, minimum, maximum); List <UnitParam> list_unitParam = new List <UnitParam>(); foreach (ObjectParam objectParam in list_objectParam) { UnitParam param = new UnitParam { id = unitIdIterator, objectParam = objectParam, unitNature = unitNature }; unitIdIterator++; list_unitParam.Add(param); } return(list_unitParam); }