public void AddBuildModule(AbstractBuildConfig config, bool calculate = false) { if (config == null) { return; } buildModules.Add(config); config.App(uid, this, calculate); switch (config.buildModuleType) { case BuildModuleType.Produce: lastBuildProduceConfig = (BuildProduceConfig)config; build_produce = true; break; case BuildModuleType.Turret: lastBuildTurretConfig = (BuildTurretConfig)config; build_turret = true; break; case BuildModuleType.Spot: lastBuildSpotConfig = (BuildSpotConfig)config; build_spot = true; break; } }
/** 附加建筑功能 */ public void BuildAttachModule(AbstractBuildConfig config) { StopBuildAttachModule(); attachModuleCallHandler = gameObject.AddComponent <BBuildChangeCallHandler>(); attachModuleCallHandler.Play(changeTime, effect, OnBuildAttachModule, config); SetBuildChangeTime(changeTime); }
public void RemoveBuildModule(AbstractBuildConfig config, bool calculate = false) { if (config == null) { return; } buildModules.Remove(config); config.Revoke(uid, this, calculate); switch (config.buildModuleType) { case BuildModuleType.Produce: if (lastBuildProduceConfig == config) { lastBuildProduceConfig = null; build_produce = false; } break; case BuildModuleType.Turret: if (lastBuildTurretConfig == config) { lastBuildTurretConfig = null; build_turret = false; } break; case BuildModuleType.Spot: if (lastBuildSpotConfig == config) { lastBuildSpotConfig = null; build_spot = false; } break; } }
public void BuildAttachModule(AbstractBuildConfig config) { buildChangeManager.BuildAttachModule(config); }
public void BuildAttachModule(AbstractBuildConfig config) { AddBuildModule(config); this.Props.Calculate(); }