コード例 #1
0
ファイル: Camp.cs プロジェクト: mosborn2/llws
    public void setState(CampState state)
    {
        /*
         * States:
         *   Environment Core should call to set the TURRET State
         *   CampTurret should call to set the CHEST State
         *   CampChest should call to set the EMPTY State
         *
         * Camp needs to first be fully integrated into the environment, look at the existing code and I will help you with this.
         * We will use a prefab for the chest and turret, with stubbed and incomplete code. I will be fleshing out Camp Turret to have ready for you tomorrow.
         * You will need to add both to the DefaultTiles and Map object. Spawn them as children to the Tile Holder and Tag them as shown in MapSlice.
         * -Craig
         *
         */

        this.campState = state;
        switch (state)
        {
        case CampState.TURRET:
            turret.GetComponent <CampTurret>().stats.health = 10 * tile.value;
            turret.GetComponent <CampTurret>().reset();
            turret.SetActive(true);
            chest.SetActive(false);
            isEmpty = false;
            if (debugMode)
            {
                Debug.Log("Turret made");
            }
            respawnPoint = false;
            break;

        case CampState.CHEST:
            turret.SetActive(false);
            chest.SetActive(true);
            chest.GetComponent <Powerup>().init(tile.overlord, tile.value);
            chest.GetComponent <Powerup>().loadItem(tile.value);        //may not be tile.value
            isEmpty = false;
            if (debugMode)
            {
                Debug.Log("Chest made");
            }
            respawnPoint = false;
            break;

        case CampState.EMPTY:
            turret.SetActive(false);
            chest.SetActive(false);
            isEmpty = true;
            if (debugMode)
            {
                Debug.Log("Empty Camp made");
            }
            respawnPoint = true;
            //set off some sort of respawn timer
            break;
        }
    }
コード例 #2
0
        public void Spawn()
        {
            Sprite.Reset();
            Sprite.Show();

            RenderText.text = "";

            State       = CampState.Alive;
            RespawnTime = 0;
        }
コード例 #3
0
 public virtual void InitData(PlayerBase owner, DirectType direct)
 {
     if (owner == null)
     {
         Debug.LogError("源头是空的!");
         return;
     }
     OwnerPlayer = owner;
     directValue = direct;
     camp        = OwnerPlayer.CurCamp;
 }
コード例 #4
0
        public void Kill(float respawn)
        {
            if (respawn == 0.0f) //Camp found dead.
            {
                Sprite.GrayScale();
                Sprite.Show();
            }
            else
            {
                Sprite.Hide();
            }

            State       = respawn == 0.0f ? CampState.Unknown : CampState.Dead;
            RespawnTime = Environment.TickCount + _respawnDuration + 1000 + Game.Ping;
        }
コード例 #5
0
ファイル: Camps.cs プロジェクト: se05010/LeagueSharp13
        public void Spawn()
        {
            Sprite.Reset();
            Sprite.Show();

            RenderText.text = "";

            State = CampState.Alive;
            RespawnTime = 0;
        }
コード例 #6
0
ファイル: Camps.cs プロジェクト: se05010/LeagueSharp13
        public void Kill(float respawn)
        {
            if (respawn == 0.0f) //Camp found dead.
            {
                Sprite.GrayScale();
                Sprite.Show();
            }
            else
            {
                Sprite.Hide();
            }

            State = respawn == 0.0f ? CampState.Unknown : CampState.Dead;
            RespawnTime = Environment.TickCount + _respawnDuration + 1000 + Game.Ping;
        }