Esempio n. 1
0
        public void Activate(PlaceableData pData)
        {
            timeToRemoval = pData.lifeTime;
            dieAudioClip  = pData.dieClip;
            //TODO:添加更多的属性联系

            StartCoroutine(Die());
        }
        public void Activate(Faction pFaction, PlaceableData pData)
        {
            pType           = pData.pType;
            faction         = pFaction;
            hitPoints       = pData.hitPoints;
            targetType      = pData.targetType;
            attackAudioClip = pData.attackClip;
            dieAudioClip    = pData.dieClip;
            //TODO:添加更多的属性联系

            constructionTimeline.Play();
        }
Esempio n. 3
0
        private void SetupPlaceable(GameObject go, PlaceableData pDataRef, Placeable.Faction pFaction)
        {
            switch (pDataRef.pType)
            {
            case Placeable.PlaceableType.Unit:
            {
                Unit uScript = go.GetComponent <Unit>();
                uScript.Activate(pFaction, pDataRef);
                uScript.OnDealDamage      += OnPlaceableDealtDamage;
                uScript.OnProjectileFired += OnProjectileFired;
                AddPlaceableToList(uScript);
                uiManager.AddHealthUI(uScript);
                break;
            }

            case Placeable.PlaceableType.Building:
            case Placeable.PlaceableType.Castle:
            {
                Building bScript = go.GetComponent <Building>();
                bScript.Activate(pFaction, pDataRef);
                bScript.OnDealDamage      += OnPlaceableDealtDamage;
                bScript.OnProjectileFired += OnProjectileFired;
                AddPlaceableToList(bScript);
                uiManager.AddHealthUI(bScript);

                if (pDataRef.pType == Placeable.PlaceableType.Castle)
                {
                    bScript.OnDie += OnCastleDead;
                }

                navMesh.BuildNavMesh();                         //rebake the navmesh
                break;
            }

            case Placeable.PlaceableType.Obstacle:
            {
                Obstacle oScript = go.GetComponent <Obstacle>();
                oScript.Activate(pDataRef);
                navMesh.BuildNavMesh();                         //rebake the navmesh
                break;
            }

            case Placeable.PlaceableType.Spell:
            {
                //TODO:spell
                break;
            }
            }

            go.GetComponent <Placeable>().OnDie += OnPlaceableDead;
        }
        //call by GameManager
        public void Activate(Faction pFaction, PlaceableData pData)
        {
            faction         = pFaction;
            hitPoints       = pData.hitPoints;
            targetType      = pData.targetType;
            attackRange     = pData.attackRange;
            attackRatio     = pData.attackRatio;
            speed           = pData.speed;
            damage          = pData.damagePerAttack;
            attackAudioClip = pData.attackClip;
            dieAudioClip    = pData.dieClip;
            //TODO:添加更多的属性关联

            navMeshAgent.speed = speed;
            animator.SetFloat("MoveSpeed", speed);

            state = States.Idle;
            navMeshAgent.enabled = true;
        }
Esempio n. 5
0
        public void UseCard(CardData cardData, Vector3 position, Placeable.Faction pFaction)
        {
            for (int pNum = 0; pNum < cardData.placeablesData.Length; pNum++)
            {
                PlaceableData pDataRef = cardData.placeablesData[pNum];

                Quaternion rot = (pFaction == Placeable.Faction.Player)
                                        ? Quaternion.identity
                                        : Quaternion.Euler(0f, 180f, 0f);
                GameObject prefabToSpawn = (pFaction == Placeable.Faction.Player)
                                        ? pDataRef.associatedPrefab
                                        : ((pDataRef.alternatePrefab == null) ? pDataRef.associatedPrefab : pDataRef.alternatePrefab);
                GameObject newPlaceableGO =
                    GameObject.Instantiate <GameObject>(prefabToSpawn, position + cardData.relativeOffsets[pNum], rot);

                SetupPlaceable(newPlaceableGO, pDataRef, pFaction);

                appearEffectPool.UseParticles(position + cardData.relativeOffsets[pNum]);
            }

            updateAllPlaceables = true;             //更新AI下次的update loop
        }