//创造滞留块
        public void SetBattleMapBlockRetrad(List <Vector2> vector2s)
        {
            BattleMapBlock bm = null;

            foreach (Vector2 vector2 in vector2s)
            {
                bm           = BattleMap.Instance().GetSpecificMapBlock(vector2);
                bm.blockType = EMapBlockType.Retire;
            }
        }
        //创造灼烧块
        public void SetBattleMapBlockBurning(List <Vector2> vector2s)
        {
            BattleMapBlock bm = null;

            foreach (Vector2 vector2 in vector2s)
            {
                bm           = BattleMap.Instance().GetSpecificMapBlock(vector2);
                bm.blockType = EMapBlockType.Burnning;
            }
        }
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        /// <summary>
        /// 移除BattleBlock下的 unit
        /// </summary>
        public void RemoveUnitOnBlock(Unit deadUnit)
        {
            //获取死亡单位的Pos
            Vector2 unitPos = GetUnitCoordinate(deadUnit);
            //通过unitPos的坐标获取对应的地图块儿
            BattleMapBlock battleMap = GetSpecificMapBlock(unitPos);

            //移除对应地图块儿下的deadUnit
            battleMap.units_on_me.Remove(deadUnit);
        }
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 /// <summary>
 /// 传入MapBlock,返回该MapBlock的坐标
 /// </summary>
 /// <param name="mapBlock"></param>
 /// <returns></returns>
 public Vector3 GetCoordinate(BattleMapBlock mapBlock)
 {
     for (int i = columns - 1; i >= 0; i--)
     {
         for (int j = 0; j < rows; j++)
         {
             if (_mapBlocks[i, j] == mapBlock)
             {
                 return(new Vector3(i, j, 0f));
             }
         }
     }
     return(new Vector3(-1, -1, 0f));
 }
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 /// <summary>
 /// 获取地图块儿上的list 单位
 /// </summary>
 /// <param name="position">单位位置</param>
 /// <returns></returns>
 public static List <GameUnit> GetUnitFromBattleMapBlock(Vector2 position)
 {
     BattleMap.BattleMapBlock mapBlock = BattleMap.BattleMap.Instance().GetSpecificMapBlock(position);
     return(mapBlock.units_on_me);
 }
 //单位进入滞留块
 public void UnitEnterRetire(Unit unit, BattleMapBlock battleMapBlock)
 {
     unit.mapBlockBelow = battleMapBlock;
 }