// 冷却时间(s) public static int GetCDTime(eFoodType eType) { int cd = 30; switch (eType) { case eFoodType.banana: cd = 30; break; case eFoodType.bone: cd = 30; break; case eFoodType.fish: cd = 30; break; case eFoodType.meat: cd = 30; break; case eFoodType.radish: cd = 30; break; case eFoodType.vegetable: cd = 30; break; default: break; } return(cd); }
public void SetItemData(eFoodType type, int num) { if (_item != null) { _item.CountChangeEvent -= OnCountChangeEvent; _item = null; } _item = new FoodItem(type, num); string path = FoodItem.GetSpritePath(_item.Type); Sprite s = Resources.Load <Sprite>(path); if (s != null) { _image.sprite = s; } else { Debug.LogError(string.Format("Sprite \"{0}\" is NOT exist !!!", FoodItem.GetSpritePath(_item.Type))); } _text.text = _item.Count.ToString(); _item.CountChangeEvent += OnCountChangeEvent; _maskImg.fillAmount = 0f; }
// 难度系数 public static int GetDifficulty(eFoodType eType) { int d = 3; switch (eType) { case eFoodType.banana: d = 3; break; case eFoodType.bone: d = 1; break; case eFoodType.fish: d = 2; break; case eFoodType.meat: d = 5; break; case eFoodType.radish: d = 2; break; case eFoodType.vegetable: d = 4; break; default: break; } return(d); }
FoodItemView _GetFootBtn(eFoodType eType) { FoodItemView btn = null; if (_btnList == null || _btnList.Count <= 0) { return(btn); } for (int i = 0; i < _btnList.Count; ++i) { if (eType == _btnList[i].ItemData.Type) { btn = _btnList[i]; break; } } return(btn); }
void _OnSelectedFoodChanged(EventArgs args) { EventArgs_FoodType selectedFoodArgs = args as EventArgs_FoodType; if (selectedFoodArgs != null) { _eSelFoodType = selectedFoodArgs.eFoodType; string path = FoodItem.GetPrefabPath(_eSelFoodType); GameObject prefab = Resources.Load <GameObject>(path); if (prefab != null) { if (_foodModel != null) { // 如果之前的食物还没扔出去,就删除掉,再重新创建一个 Projectile p = _foodModel.GetComponent <Projectile>(); if (!p.Move) { Destroy(_foodModel); _foodModel = null; } } _foodModel = Instantiate(prefab); Vector3 originPos = _foodModel.transform.localPosition; _foodModel.transform.parent = transform; _foodModel.transform.localPosition = originPos; _projectile = _foodModel.GetComponent <Projectile>(); } else { Debug.LogErrorFormat("Can NOT Load object in path: {0}", path); } } else { Debug.LogErrorFormat("Error: FoodModel::OnSelectedFoodChanged args type is {0}", args.GetType().ToString()); } }
public bool IsFoodSuitable(eFoodType eFood) { return(_foodsList.Contains(eFood)); }
public void ChangeFoodAmountOnTile(eFoodType foodType, float delta) { _foodTable[foodType] += delta; }
public void SetFoodAmountOnTile(eFoodType foodType, float newValue) { _foodTable[foodType] = newValue; }
public float GetFoodAmountOnTile(eFoodType foodType) { return(_foodTable[foodType]); }
/// <summary> /// 计算得分。目前先将食物和动物的难度系数相加。 /// </summary> /// <param name="food"></param> /// <param name="power"></param> /// <returns></returns> int _CalculateScore(eFoodType food, float power) { return(FoodItem.GetDifficulty(food) + _animal.difficulty); }
public static string GetPrefabPath(eFoodType eType) { //TODO: //return "Prefabs/" + eType.ToString() + "Prefab"; return("Prefabs/FoodsModel/ball"); }
public static string GetSpritePath(eFoodType eType) { return("Texture/Foods/" + eType.ToString()); }
public FoodItem(eFoodType eType, int num) { _type = eType; _count = num; }
public EventArgs_ThrowFinish(eFoodType t, float f) { eventType = Events.GameEvent.ThrowFoodFinish; eType = t; fPower = f; }
public EventArgs_FoodType(string type, eFoodType eType) : base(type) { eFoodType = eType; }