/* * public void setAttackDistanceIndex() { * int a = GameManager.Instance.getUnitPosXIndex(selectedSoldier.name); * int b = GameManager.Instance.getUnitPosYIndex(selectedSoldier.name); * SoldierType.Soldiers mySoldier = selectedSoldier.GetComponent<Unit>().m_pSoldier; * if (mySoldier.getAttackDistance() == 1) { * if (b % 2 == 1) * { * checkEnemyWithinAttackDistance(a + 1, b); * checkEnemyWithinAttackDistance(a, b + 1); * checkEnemyWithinAttackDistance(a + 1, b + 1); * checkEnemyWithinAttackDistance(a + 1, b - 1); * checkEnemyWithinAttackDistance(a, b - 1); * checkEnemyWithinAttackDistance(a, b); * checkEnemyWithinAttackDistance(a - 1, b); * } * else * { * checkEnemyWithinAttackDistance(a, b + 1); * checkEnemyWithinAttackDistance(a + 1, b); * checkEnemyWithinAttackDistance(a - 1, b + 1); * checkEnemyWithinAttackDistance(a - 1, b); * checkEnemyWithinAttackDistance(a - 1, b - 1); * checkEnemyWithinAttackDistance(a, b - 1); * checkEnemyWithinAttackDistance(a, b); * } * } else if (mySoldier.getAttackDistance() == 2) { * if (b % 2 == 1) * { * checkEnemyWithinAttackDistance(a + 1, b); * checkEnemyWithinAttackDistance(a, b + 1); * checkEnemyWithinAttackDistance(a + 1, b + 1); * checkEnemyWithinAttackDistance(a + 1, b - 1); * checkEnemyWithinAttackDistance(a, b - 1); * checkEnemyWithinAttackDistance(a, b); * checkEnemyWithinAttackDistance(a - 1, b); * checkEnemyWithinAttackDistance(a + 2, b); * checkEnemyWithinAttackDistance(a + 2,b - 1); * checkEnemyWithinAttackDistance(a + 1, b - 2 ); * checkEnemyWithinAttackDistance(a,b-2); * checkEnemyWithinAttackDistance(a-1,b-2 ); * checkEnemyWithinAttackDistance(a-1,b-1 ); * checkEnemyWithinAttackDistance(a-2,b ); * checkEnemyWithinAttackDistance(a-1,b+1 ); * checkEnemyWithinAttackDistance(a - 1,b+2 ); * checkEnemyWithinAttackDistance(a,b+2 ); * checkEnemyWithinAttackDistance(a + 1,b + 2); * checkEnemyWithinAttackDistance(a + 2, b + 1); * * } * else * { * checkEnemyWithinAttackDistance(a, b + 1); * checkEnemyWithinAttackDistance(a + 1, b); * checkEnemyWithinAttackDistance(a - 1, b + 1); * checkEnemyWithinAttackDistance(a - 1, b); * checkEnemyWithinAttackDistance(a - 1, b - 1); * checkEnemyWithinAttackDistance(a, b - 1); * checkEnemyWithinAttackDistance(a, b); * checkEnemyWithinAttackDistance(a+2, b); * checkEnemyWithinAttackDistance(a+1,b-1 ); * checkEnemyWithinAttackDistance(a+1,b-2 ); * checkEnemyWithinAttackDistance(a,b-2 ); * checkEnemyWithinAttackDistance(a-1,b-2 ); * checkEnemyWithinAttackDistance(a-2,b-1 ); * checkEnemyWithinAttackDistance(a-2, b); * checkEnemyWithinAttackDistance(a-2,b+1 ); * checkEnemyWithinAttackDistance(a-1,b+2 ); * checkEnemyWithinAttackDistance(a,b+2 ); * checkEnemyWithinAttackDistance(a+1, b+2); * checkEnemyWithinAttackDistance(a+1, b+1); * } * } * } * * * void checkEnemyWithinAttackDistance(int x, int y) { * int enemyXindex = GameManager.Instance.getUnitPosXIndex(preEnemyObject.name); * int enemyYindex = GameManager.Instance.getUnitPosYIndex(preEnemyObject.name); * } */ //升级,最大血量和当前血量各加5 public void addHealth() { if (selectedSoldier.GetComponent <Unit>() == null || selectedSoldier == null) { return; } if (selectedSoldier.GetComponent <Unit>().beenUpgraded == false) { if (GameManager.Instance.getTurn() == 0) { if (selectedSoldier.GetComponent <Unit>().m_pSoldier.getXPToLevelUp() > m_player1.getXP()) { return; } else { SoldierType.Soldiers mySoldier = selectedSoldier.GetComponent <Unit>().m_pSoldier; mySoldier.modifyMaxHP(5); mySoldier.modifyHP(5); selectedSoldier.GetComponent <Unit>().beenUpgraded = true; GameObject popText = Instantiate(floatingText, selectedSoldier.transform.position, Quaternion.identity); popText.GetComponent <TextMesh>().text = "Max HP + 5"; popText.GetComponent <TextMesh>().color = Color.green; SoundEffectManager.Instance.playAudio(2); m_player1.modifyXP(-selectedSoldier.GetComponent <Unit>().m_pSoldier.getXPToLevelUp()); } } else if (GameManager.Instance.getTurn() == 1) { if (selectedSoldier.GetComponent <Unit>().m_pSoldier.getXPToLevelUp() > m_player2.getXP()) { return; } else { SoldierType.Soldiers mySoldier = selectedSoldier.GetComponent <Unit>().m_pSoldier; mySoldier.modifyMaxHP(5); mySoldier.modifyHP(5); selectedSoldier.GetComponent <Unit>().beenUpgraded = true; GameObject popText = Instantiate(floatingText, selectedSoldier.transform.position, Quaternion.identity); popText.GetComponent <TextMesh>().text = "Max HP + 5"; popText.GetComponent <TextMesh>().color = Color.green; SoundEffectManager.Instance.playAudio(2); m_player2.modifyXP(-selectedSoldier.GetComponent <Unit>().m_pSoldier.getXPToLevelUp()); } } } }