コード例 #1
0
ファイル: CollectCommon.cs プロジェクト: KangLLL/century_war
    protected virtual void Collect(BuildingIdentity id, ResourceType type, CollectMethod collectMethod = CollectMethod.Button)
    {
        if (SceneManager.Instance.SceneMode == SceneMode.SceneVisit || this.m_CurrentState != BuildingEditorState.Normal || !this.BuildingBehavior.CheckBuildingCreateStack())
        {
            return;
        }
        if (this.m_CurrentState == BuildingEditorState.Normal)
        {
            switch (collectMethod)
            {
            case CollectMethod.Building:
                if (SystemFunction.CheckCollectValidity(this.BuildingLogicData, type) > 0)
                {
                    SceneManager.Instance.CreateCollectFX(this.BuildingBehavior, type, LogicController.Instance.Collect(id, type), this.BuildingLogicData);
                }
                //this.CreateCollectFX(type, LogicController.Instance.Collect(id, type));
                break;

            case CollectMethod.Button:
                if (SystemFunction.CheckCollectValidityByButton(this.BuildingLogicData, type))
                {
                    SceneManager.Instance.CreateCollectFX(this.BuildingBehavior, type, LogicController.Instance.Collect(id, type), this.BuildingLogicData);
                }
                //this.CreateCollectFX(type, LogicController.Instance.Collect(id, type));
                break;
            }
        }
    }
コード例 #2
0
ファイル: CollectCommon.cs プロジェクト: KangLLL/century_war
    void CollectIconSate(Action <int> action)
    {
        switch (this.BuildingLogicData.BuildingIdentity.buildingType)
        {
        case BuildingType.GoldMine:
            m_ResourceIcon.spriteId = m_ResourceIcon.GetSpriteIdByName(ClientSystemConstants.SCENE_RESOURCE_ICON_DICTIONARY[ResourceType.Gold]);
            if (this.BuildingLogicData.CurrentBuilidngState != BuildingEditorState.Normal || this.BuildingBehavior.IsClick)
            {
                action.Invoke(0);
            }
            else
            {
                action.Invoke(SystemFunction.CheckCollectValidity(this.BuildingLogicData, ResourceType.Gold));
            }
            break;

        case BuildingType.Farm:
            m_ResourceIcon.spriteId = m_ResourceIcon.GetSpriteIdByName(ClientSystemConstants.SCENE_RESOURCE_ICON_DICTIONARY[ResourceType.Food]);
            if (this.BuildingLogicData.CurrentBuilidngState != BuildingEditorState.Normal || this.BuildingBehavior.IsClick)
            {
                action.Invoke(0);
            }
            else
            {
                action.Invoke(SystemFunction.CheckCollectValidity(this.BuildingLogicData, ResourceType.Food));
            }
            break;
        }
        //if (this.BuildingLogicData.BuildingType == BuildingType.Farm)
        //{
        //    print("name =" + this.BuildingLogicData.Name);
        //    print("prefabName = " + this.gameObject);
        //    print("BuildingLogicData.CurrentStoreFood =" + BuildingLogicData.CurrentStoreFood);
        //}
    }