//生成战斗小组 private void GenerateBattleTeam(int battleUnitCount) { int teamCount = 2; //创建两支队伍 for (int i = 0; i < teamCount; ++i) { //添加到地图中 AddBattleTeam(BattleTeamManager.Instance.CreateBattleTeam()); } if (battleUnitCount > battleMap.BornCount) { UtilityHelper.LogWarning(string.Format("Generate battle units warning.Not enough born points. {0}/{1}", battleUnitCount, battleMap.BornCount)); battleUnitCount = battleMap.BornCount; } //为两支队伍添加战斗单位 for (int i = 0; i < teamCount; ++i) { BattleTeam battleTeam = teams[i]; if (battleTeam != null) { for (int j = 0; j < battleUnitCount; ++j) { //创建战斗单位 BattleUnit battleUnit = BattleUnitManager.Instance.CreateUnit(); //加入队伍 battleTeam.AddBattleUnit(battleUnit); //设置敌队 battleUnit.enemyTeam = teams[1 - i]; } } } }
//生成战斗小组 private void GenerateBattleTeam(List <SO_BattleUnitAttribute> teamA, List <SO_BattleUnitAttribute> teamB) { int teamCount = 2; //创建两支队伍 for (int i = 0; i < teamCount; ++i) { //添加到地图中 AddBattleTeam(BattleTeamManager.Instance.CreateBattleTeam()); } //为两支队伍添加战斗单位 for (int i = 0; i < teamCount; ++i) { BattleTeam battleTeam = teams[i]; if (battleTeam != null) { List <SO_BattleUnitAttribute> team = (i == 0) ? teamA : teamB; for (int j = 0; j < team.Count; ++j) { //创建战斗单位 BattleUnit battleUnit = BattleUnitManager.Instance.CreateUnit(team[j]); //加入队伍 battleTeam.AddBattleUnit(battleUnit); } } } }