コード例 #1
0
    public T CreateCharacter <T>(WeaponType _weaponType, Vector3 _pos, int _lv = 1) where T : AbsCharacter, new()
    {
        AbsCharacter        character = new T();
        AbsCharacterBuilder builder   = new SoldierBuilder(character, typeof(T), _weaponType, _pos, _lv);

        return(CharacterBuilderDirector.Construct(builder) as T);
    }
コード例 #2
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    public ICharacter CreateCharacter <T>(WeaponType weaponType, Vector3 spawnPosition, int lv = 1)
    {
        IEnemy            enemy   = new IEnemy();
        ICharacterBuilder builder = new EnemyBuilder(enemy, typeof(T), weaponType, spawnPosition, lv);

        return(CharacterBuilderDirector.Construct(builder));
    }
コード例 #3
0
ファイル: SoldierFactory.cs プロジェクト: kismy/DesignMode
    public ICharacter CreateCharacter <T>(WeaponType weaponType, Vector3 spawnPosition, int lv = 1) where T : ICharacter, new()
    {
        ICharacter character = new T();

        //string name = "";
        //int maxHP = 0;
        //float moveSpeed = 0;
        //string iconSprite = "";
        //string prefabName = "";
        //System.Type t = typeof(T);
        //if (t == typeof(SoldierCaptain))
        //{
        //    name = "上尉军官";
        //    maxHP = 100;
        //    moveSpeed = 3;
        //    iconSprite = "CaptainIcon";
        //    prefabName = "Soldier1";
        //}
        //else if (t == typeof(SoldierSergeant))
        //{
        //    name = "中士士兵";
        //    maxHP = 90;
        //    moveSpeed = 3;
        //    iconSprite = "SergeantIcon";
        //    prefabName = "Soldier3";

        //}
        //else if (t == typeof(SoldierRookie))
        //{
        //    name = "新手士兵";
        //    maxHP = 80;
        //    moveSpeed = 2.5f;
        //    iconSprite = "RookieIcon";
        //    prefabName = "Soldier2";
        //}
        //else
        //{
        //    Debug.LogError("类型" + t + "不属于ISoldier,无法创建战士");
        //    return null;
        //}

        //ICharacterAttr attr = new ICharacterAttr(new SoldierAtrrStrategy(), lv, name, maxHP, moveSpeed, iconSprite, prefabName);
        //character.attr = attr;

        ////创建角色的游戏物体
        ////1.加载   2.实例化
        //GameObject characterGO = FactoryManager.assetFactory.LoadSoldier(prefabName);
        //characterGO.transform.position = spawnPosition;
        //character.gameobject = characterGO;

        ////添加武器
        //IWeapon weapon = FactoryManager.weaponFactory.CreateWeapon(weaponType);
        //character.weapon = weapon;

        ICharacterBuilder builder = new SoldierBuilder(character, typeof(T), weaponType, spawnPosition, lv);

        character = CharacterBuilderDirector.Construct(builder);
        return(character);
    }
コード例 #4
0
    public ICharacter CreateCharacter <T>(WeaponType weaponType, Vector3 spawnPosition, int lv = 1) where T : ICharacter, new()
    {
        ICharacter soldier = new T();

        ICharacterBuilder builder = new SoldierBuilder(soldier, typeof(T), weaponType, spawnPosition, lv);

        return(CharacterBuilderDirector.Constructer(builder));
    }
コード例 #5
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    public ICharacter CreateCharacter <T>(int characterID, CharacterRefreshPO characterRefreshPO) where T : ICharacter, new()
    {
        ICharacter character = new T();

        ICharacterBuilder builder = new FireMonsterBuilder(character, characterID, characterRefreshPO);

        return(CharacterBuilderDirector.Construct(builder));
    }
コード例 #6
0
ファイル: SoldierFactory.cs プロジェクト: s344951241/design
    public ICharacter CreateCharacter <T>(WeaponType weaponType, Vector3 pos, int lv = 1) where T : ICharacter, new()
    {
        ICharacter character = new T();

        ICharacterBuilder builder = new SoldierBuilder(character, typeof(T), weaponType, pos, lv);

        return(CharacterBuilderDirector.Construct(builder));
    }
コード例 #7
0
    public ICharacter CreatCharacter <T>(WeaponType weaponType, IWeapon weapon, Vector3 spawnPosition, int lv = 1) where T : ICharacter, new()
    {
        ICharacter character = new T();

        ICharacterBuilder enemyBuilder = new EnemyBuilder(typeof(T), character, weaponType, weapon, spawnPosition, lv);

        return(CharacterBuilderDirector.Construct(enemyBuilder));
    }
コード例 #8
0
    public ICharacter CreateCharacter <T>(WeaponType weaponType, Vector3 spawnPosition, int lv = 1) where T : ICharacter, new()
    {
        ICharacter character = new T();

        // 创建建造者
        ICharacterBuilder builder = new EnemyBuilder(character, typeof(T), weaponType, spawnPosition, lv);

        return(CharacterBuilderDirector.Construct(builder));
    }
コード例 #9
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    public ICharacter CreatCharacter <T>(Vector3 spawnPosition, Transform startParent, RoadType roadType, CampType campType, Transform[] towers, int lv = 1) where T : ICharacter, new()
    {
        ICharacter soldier = new T();                                                                                                       // 创建角色 添加状态机

        CharacterBuilderDirector director = new CharacterBuilderDirector();                                                                 // 创建指导者
        SoldierBuilder           builder  = new SoldierBuilder(startParent, soldier, typeof(T), spawnPosition, roadType, campType, towers); // 创建Soldier建造者

        return(director.Construct(builder));                                                                                                // 建造Soldier并返回
    }
コード例 #10
0
ファイル: EnemyFactory.cs プロジェクト: kismy/DesignMode
    public ICharacter CreateCharacter <T>(WeaponType weaponType, Vector3 spawnPosition, int lv = 1) where T : ICharacter, new()
    {
        ICharacter character = new T();

        //string name = "";
        //int maxHP = 0;
        //float moveSpeed = 0;
        //string iconSprite = "";
        //string prefabName = "";
        ////System.Type t = typeof(T);
        //System.Type t = character.GetType();
        //if (t == typeof(EnemyElf))
        //{
        //    name = "小精灵";
        //    maxHP = 100;
        //    moveSpeed = 3;
        //    iconSprite = "ElfIcon";
        //    prefabName = "Enemy1";
        //}
        //else if (t == typeof(EnemyOgre))
        //{
        //    name = "怪物";
        //    maxHP = 120;
        //    moveSpeed = 4;
        //    iconSprite = "OgreIcon";
        //    prefabName = "Enemy2";

        //}
        //else if (t == typeof(EnemyTroll))
        //{
        //    name = "巨魔";
        //    maxHP = 200;
        //    moveSpeed = 1f;
        //    iconSprite = "TrollIcon";
        //    prefabName = "Enemy3";
        //}
        //else
        //{
        //    Debug.LogError("类型" + t + "不属于IEnemy,无法创建战士");
        //    return null;
        //}

        //ICharacterAttr attr = new ICharacterAttr(new SoldierAtrrStrategy(), lv, name, maxHP, moveSpeed, iconSprite, prefabName);
        //character.attr = attr;

        ////创建角色的游戏物体
        ////1.加载   2.实例化
        //GameObject characterGO = FactoryManager.assetFactory.LoadEnemy(prefabName);
        //characterGO.transform.position = spawnPosition;
        //character.gameobject = characterGO;

        ////添加武器
        //IWeapon weapon = FactoryManager.weaponFactory.CreateWeapon(weaponType);
        //character.weapon = weapon;

        ICharacterBuilder builder = new EnemyBuilder(character, typeof(T), weaponType, spawnPosition, lv);

        character = CharacterBuilderDirector.Construct(builder);


        return(character);
    }