コード例 #1
0
 public void SetPetLife(PetInfo Info, LifeEnvironment Environment)
 {
     if (Info == null)
     {
         return;
     }
 }
コード例 #2
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ファイル: Building.cs プロジェクト: 741645596/batgame
    protected GameObject AttackRangeSemiCircle02; //攻击范围 光效半圆环 循环

    public void SetBuildLife(BuildInfo Info, LifeProperty SkinProperty, LifeEnvironment Environment)
    {
        if (Info == null || SkinProperty == null)
        {
            return;
        }
        LifeProperty(SkinProperty);
        if (Info.m_Skill != null)
        {
            m_Skill = new BuildSkill(Info);
        }
        if (Environment == LifeEnvironment.Combat)
        {
            //初始化技能
            m_Attr   = new BuildAttribute(Info);
            m_Status = new Status();
            BuildColider bc = this.GetComponent <BuildColider>();
            if (bc != null && m_Attr.IsDamage)
            {
                bc.EnableBattleCollider(true);
            }
        }
        else
        {
            //HideHp();
            SetEditModeSetting(Info, Environment);
        }
    }
コード例 #3
0
ファイル: Wall.cs プロジェクト: 741645596/batgame
 public void SetWallLife(WallInfo Info, LifeEnvironment Environment)
 {
     if (Info == null)
     {
         return;
     }
 }
コード例 #4
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 public void SetSummonPetLife(SummonpetInfo Info, LifeProperty SkinProperty, LifeEnvironment Environment)
 {
     if (Info == null || SkinProperty == null)
     {
         return;
     }
     LifeProperty(SkinProperty);
     if (Environment == LifeEnvironment.Combat)
     {
     }
     else
     {
     }
 }
コード例 #5
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    public override void SetEditModeSetting(BuildInfo Info, LifeEnvironment Environment)
    {
        //base.SetEditModeSetting(Info ,Environment);

        if (m_Property != null)
        {
            //(m_Property as Building1605_h).m_goEffectRoot = m_thisT.gameObject;
            if (go1903011 == null)
            {
                InitBuildModel();
            }

            go1903041.AddComponent <NdHide>().ResetDuration(1000000f);
            go1903041.SetActive(false);
        }


        Int2 Pos  = new Int2(Info.m_ShipPutdata0, Info.m_ShipPutdata1);
        Int2 grid = new Int2(Pos.Unit, Pos.Layer);

        GateGrid = grid;
        SetTransGate(grid);
    }
コード例 #6
0
ファイル: Building.cs プロジェクト: 741645596/batgame
 /// <summary>
 /// 编辑模式下,建筑设置。
 /// </summary>
 public virtual void SetEditModeSetting(BuildInfo Info, LifeEnvironment Environment)
 {
     SetAnimator(Build_AnimatorState.EditStand11000);
 }
コード例 #7
0
ファイル: LifeFactory.cs プロジェクト: 741645596/batgame
    /// <summary>
    /// 加入buildlife 与lifeobj的关联
    /// </summary>
    /// <param name="BuildSkin">建筑物对象表现实体</param>
    /// <param name="Info">建筑物信息</param>
    /// <param name="DataID">战斗环境中的DataID,其他环境填0 就可</param>
    /// <param name="Environment">对象所出环境</param>
    private static Building ConnectBuildingLife(LifeProperty SkinProperty, BuildInfo Info, int DataID, LifeEnvironment Environment)
    {
        if (SkinProperty == null)
        {
            return(null);
        }
        Building buildlife = GetBuildingLife(Info, SkinProperty, Environment);

        if (SkinProperty != null)
        {
            if (Environment == LifeEnvironment.Combat)
            {
                bool IsPlayer = CmCarbon.GetCamp2Player(LifeMCamp.DEFENSE);
                buildlife.SetLifeCore(new LifeMCore(DataID, IsPlayer, LifeMType.BUILD, LifeMCamp.DEFENSE, MoveState.Static));
            }
        }
        return(buildlife);
    }
コード例 #8
0
ファイル: LifeFactory.cs プロジェクト: 741645596/batgame
    /// <summary>
    /// Role 与lifeobj的关联
    /// </summary>
    /// <param name="t">角色对象的Transform</param>
    /// <param name="Info">角色信息</param>
    /// <param name="Camp">阵营</param>
    /// <param name="DataID">战斗环境中的DataID,其他环境填0 就可</param>
    /// <param name="moveState">运动状态</param>
    /// <param name="Environment">对象所出环境</param>
    public static Role ConnectRoleLife(Transform Tstart, AnimatorState state, SoldierInfo Info, LifeMCamp Camp, int DataID, MoveState moveState, Int2 BornPos, LifeEnvironment Environment)
    {
        Role RoleLife = new Role();
        bool IsPlayer = CmCarbon.GetCamp2Player(Camp);
        int  RoleType = Info.m_modeltype;

        if (RoleType == 102003)
        {
            RoleType = 1020032;
        }
        if (RoleType == 200009)
        {
            RoleType = 2000092;
        }
        RoleLife.CreateSkin(Tstart, RoleType, Info.m_name, state, IsPlayer);
        RoleLife.SetRoleLife(Info, RoleLife.RoleSkinCom.ProPerty, Environment);
        LifeObj building = RoleLife.RoleSkinCom.tRoot.gameObject.AddComponent <LifeObj>();

        if (building != null)
        {
            if (Environment == LifeEnvironment.Combat)
            {
                RoleLife.SetLifeCore(new LifeMCore(DataID, IsPlayer, LifeMType.SOLDIER, Camp, moveState));
                RoleLife.SetSkin();
            }
            if (moveState == MoveState.Walk)
            {
                RoleLife.MoveAI.SetBornPos(BornPos, 0);
            }
            building.SetLife(RoleLife as Life, RoleLife.RoleSkinCom.ProPerty);
        }
        return(RoleLife);
    }
コード例 #9
0
ファイル: LifeFactory.cs プロジェクト: 741645596/batgame
    /// <summary>
    /// 创建房间
    /// </summary>
    /// <param name="Info">炮弹兵信息</param>
    /// <param name="Camp">阵营</param>
    /// <param name="DataID">战斗环境中的DataID,其他环境填0 就可</param>
    /// <param name="moveState">运动状态</param>
    /// <param name="iRole">iRole</param>
    /// <returns></returns>
    public static Role CreateRole(Transform Tstart, AnimatorState state, SoldierInfo Info, LifeMCamp Camp, int DataID, MoveState moveState, Int2 BornPos, LifeEnvironment Environment)
    {
        if (Info == null)
        {
            return(null);
        }

        return(ConnectRoleLife(Tstart, state, Info, Camp, DataID, moveState, BornPos, Environment));
    }
コード例 #10
0
ファイル: LifeFactory.cs プロジェクト: 741645596/batgame
    /// <summary>
    /// 创建房间
    /// </summary>
    /// <param name="Info">建筑数据</param>
    /// <param name="DataID">战斗环境中的DataID,其他环境填0 就可</param>
    /// <param name="Parent">挂载点</param>
    /// <param name="Parent">环境</param>
    /// <returns></returns>
    public static Building CreateBuilding(BuildInfo Info, int DataID, Transform Parent, Vector3 WorldPos, LifeEnvironment Environment)
    {
        Life.Environment = Environment;
        if (Info == null || Parent == null)
        {
            return(null);
        }
        LifeProperty Property = CreateBuildSkin(Info, Parent, WorldPos);

        if (Property == null)
        {
            return(null);
        }
        Building buildlife = ConnectBuildingLife(Property, Info, DataID, Environment);
        LifeObj  building  = Property.transform.parent.gameObject.AddComponent <LifeObj>();

        if (Property != null && building != null)
        {
            building.SetLife(buildlife as Life, Property);
        }

        return(buildlife);
    }
コード例 #11
0
ファイル: LifeFactory.cs プロジェクト: 741645596/batgame
    private static Building GetBuildingLife(BuildInfo Info, LifeProperty SkinProperty, LifeEnvironment Environment)
    {
        if (Info == null || SkinProperty == null)
        {
            return(null);
        }
        Building life = null;

        switch (Info.BuildType)
        {
        case 1201:
            life = new Building1201();
            break;

        case 1300:
            life = new Building1300();
            break;

        case 1601:
            life = new Building1601();
            break;

        case 1602:
            life = new Building1602();
            break;

        case 1603:
            life = new Building1603();
            break;

        case 1604:
            life = new Building1604();
            break;

        case 1605:
            life = new Building1605();
            break;

        case 1606:
            life = new Building1606();
            break;

        case 1607:
            life = new Building1607();
            break;

        case 1608:
            life = new Building1608();
            break;

        case 1609:
            life = new Building1609();
            break;

        case 1610:
            life = new Building1610();
            break;

        case 1611:
            life = new Building1611();
            break;

        case 1612:
            life = new Building1612();
            break;

        case 1613:
            life = new Building1613();
            break;

        case 1619:
            life = new Building1619();
            break;

        case 9999:
            life = new Building9999();
            break;

        case 9998:
            life = new Building9998();
            break;

        case 9997:
            life = new Building9997();
            break;

        default:
            break;
        }
        if (life != null)
        {
            life.SetBuildLife(Info, SkinProperty, Environment);
            life.InitBuildModel();
        }
        else
        {
            Debug.Log("create building fail:" + Info.BuildType);
        }
        return(life);
    }
コード例 #12
0
 public void SetFloorLife(FloorInfo Info, LifeEnvironment Environment)
 {
     if (Info == null) {
         return ;
     }
 }