private void SetMilitaryCampOriginData(MilitaryCampVO militaryCampVO) { militaryCampVO.rect = new RectInt(GlobalSetting.BUILDING_MILITARYCAMP_OFFSET[0], GlobalSetting.BUILDING_MILITARYCAMP_OFFSET[1], GlobalSetting.BUILDING_MILITARYCAMP_AREA[0], GlobalSetting.BUILDING_MILITARYCAMP_AREA[1]); militaryCampVO.soldierNumLimit = GlobalSetting.BUILDING_MILITARYCAMP_SOLDIER_LIMIT; militaryCampVO.trainNum = GlobalSetting.BUILDING_MILITARYCAMP_OUTPUT; }
public void Build(PlayerVO ower, E_Building buildingType, MainBaseVO mainBaseVO) { IBuildingVO buildingVO = null; Vector3Int center = default; int radius = 0; int count = 0; if (mainBaseVO != null) { center = mainBaseVO.tilePositon; radius = mainBaseVO.radius; } switch (buildingType) { case E_Building.None: break; case E_Building.MainBase: buildingVO = new MainBaseVO(); count = GetBuildMainbasePositionClose(_ConstructionInfos, ower); break; case E_Building.FarmLand: buildingVO = new FarmLandVO(); count = GetBuildPosition(_ConstructionInfos, center, radius, buildingVO.rect); break; case E_Building.GoldMine: buildingVO = new GoldMineVO(); count = GetBuildPosition(_ConstructionInfos, center, radius, buildingVO.rect); break; case E_Building.MilitaryCamp: buildingVO = new MilitaryCampVO(); count = GetBuildPosition(_ConstructionInfos, center, radius, buildingVO.rect); break; default: break; } ConstructionInfo constructionInfo = _SelectConstructionHandler(_ConstructionInfos, count, 0); if (constructionInfo.isRotation) { buildingVO.Rotate(); } buildingVO.tilePositon = constructionInfo.position; var msgParam = TwoMsgParamsPool <PlayerVO, IBuildingVO> .Instance.Pop(); msgParam.InitParams(ower, buildingVO); sender.Invoke(GlobalSetting.Cmd_ConfirmConstruction, msgParam); }