public void Execute() { AbsEnemy enemy = null; switch (enemyType) { case EnemyType.Elf: enemy = FactoryManager.EnemyFactory.CreateCharacter <EnemyElf>(weaponType, posistion); break; case EnemyType.Ogre: enemy = FactoryManager.EnemyFactory.CreateCharacter <EnemyOgre>(weaponType, posistion); break; case EnemyType.Troll: enemy = FactoryManager.EnemyFactory.CreateCharacter <EnemyTroll>(weaponType, posistion); break; default: Debug.Log("无法创建俘兵"); break; } GameFacade.Instance.CharacterSystem.RemoveEnemy(enemy); SoliderCaptiver captiver = new SoliderCaptiver(enemy); GameFacade.Instance.CharacterSystem.AddSoldier(captiver); }
public void VisitorEnemy(AbsEnemy enemy) { if (!enemy.IsKilled) { EnemyCount++; } }
public SoliderCaptiver(AbsEnemy _enemy) { enemy = _enemy; CharacterAttr attr = new CharacterAttr(enemy.CharacterAttr.AttrStrategy, enemy.CharacterAttr.BaseAttr, 1); OnInit(enemy.CharacterGameObject, attr, enemy.Weapon, enemy.Position); }
public void RemoveEnemy(AbsEnemy _enemy) { enemyList.Remove(_enemy); GameFacade.Instance.UpdateAliveCount(); }
public void AddEnemy(AbsEnemy _enemy) { enemyList.Add(_enemy); GameFacade.Instance.UpdateAliveCount(); }