/// <summary> /// 为一个Unit分配阵营 /// </summary> public void AllocRoleCamp(Unit unit) { B2S_RoleCastComponent b2SRoleCastComponent = unit.GetComponent <B2S_RoleCastComponent>(); if (b2SRoleCastComponent == null) { return; } if (TianZaiCount > this.HuiYueCount) { b2SRoleCastComponent.RoleCamp = RoleCamp.HuiYue; HuiYueCount++; } else { b2SRoleCastComponent.RoleCamp = RoleCamp.TianZai; HuiYueCount--; } }
public void Update() { //此处填写Update逻辑 if (m_MouseTargetSelectorComponent.TargetUnit != null) { B2S_RoleCastComponent roleCastComponent = m_MouseTargetSelectorComponent.TargetUnit.GetComponent <B2S_RoleCastComponent>(); if (roleCastComponent == null) { ResetUnitOutLineInfo(m_CachedUnit); m_CachedUnit = null; return; } if (m_CachedUnit != m_MouseTargetSelectorComponent.TargetUnit) { ResetUnitOutLineInfo(m_CachedUnit); m_CachedUnit = m_MouseTargetSelectorComponent.TargetUnit; GameObject selfUnitGo = m_CachedUnit.GameObject; selfUnitGo.GetRCInternalComponent <Renderer>("Materials").GetPropertyBlock(s_MaterialPropertyBlock); s_MaterialPropertyBlock.SetInt("OutLineWidth", 5); if (roleCastComponent.RoleCast == RoleCast.Friendly) { s_MaterialPropertyBlock.SetColor("OutLineColor", Color.blue); } else { s_MaterialPropertyBlock.SetColor("OutLineColor", Color.red); } selfUnitGo.GetRCInternalComponent <Renderer>("Materials").SetPropertyBlock(s_MaterialPropertyBlock); } } else { ResetUnitOutLineInfo(m_CachedUnit); m_CachedUnit = null; } }