protected void InitTower(CharacterState towerCS, UInt32 id, UInt32 groupIndex, Modestatus state, int lv = 1) { MonsterData towerData = new MonsterData(id, lv); towerData.groupIndex = groupIndex; towerData.state = Modestatus.Tower; InitTowerInfo(towerCS, towerData); }
protected void InitTower(CharacterState towerCS, Modestatus state, LevelConfigBase config) { MonsterData towerData = new MonsterData(config.modelID, (int)config.modellvl); towerData.groupIndex = (UInt32)config.groupIndex; towerData.lvlRate = config.modellvl; towerData.state = state; InitTowerInfo(towerCS, towerData); }
HeroData GetHeroData(HeroData[] hd, int groupindex, Modestatus status, int memberId) { HeroData data = hd[0]; data.groupIndex = (uint)groupindex; data.state = status; data.memberId = memberId; data.fakeMobaPlayerName = UICreateRole.GetRandomName(); return(data); }
public void AddHUDAndHP(GameObject target, Modestatus state) { switch (state) { case Modestatus.Tower: if (mTowerPanel == null) { mTowerPanel = NGUITools.AddChild(gameObject).transform; mTowerPanel.gameObject.AddComponent <UIPanel>(); mTowerPanel.name = "Tower"; mTowerPanel.GetComponent <UIPanel>().depth = 3; target.transform.parent = mTowerPanel; } else { target.transform.parent = mTowerPanel; } break; case Modestatus.NpcPlayer: case Modestatus.Player: if (mPlayerPanel == null) { mPlayerPanel = NGUITools.AddChild(gameObject).transform; mPlayerPanel.gameObject.AddComponent <UIPanel>(); mPlayerPanel.name = "Player"; mPlayerPanel.GetComponent <UIPanel>().depth = 4; target.transform.parent = mPlayerPanel; } else { target.transform.parent = mPlayerPanel; } break; case Modestatus.Monster: if (mMonsterPanel == null) { mMonsterPanel = NGUITools.AddChild(gameObject).transform; mMonsterPanel.gameObject.AddComponent <UIPanel>(); mMonsterPanel.name = "monster"; mMonsterPanel.GetComponent <UIPanel>().depth = 5; target.transform.parent = mMonsterPanel.transform; } else { target.transform.parent = mMonsterPanel; } break; default: break; } }
void InitTower(CharacterState cs, long id, UInt32 groupIndex, Modestatus state) { MonsterData towerData = new MonsterData(id, (int)towerlvl[cs]); towerData.groupIndex = groupIndex; towerData.lvlRate = towerlvl[cs]; towerData.state = Modestatus.Tower; cs.InitData(towerData); cs.GetComponent <Tower_AI>().InitTowerAI(); cs.AddHpBar(); AddCs(cs); }