public void InitAttr(int carAttrID, int type) { CAR_ATTR car = DataCfgMgr.instance.GetCar(carAttrID); if (car == null) { Debug.LogError("AttrCom car == null carAttrID:" + carAttrID.ToString()); return; } SetAttr((int)Const_Util.UNIT_ATTR.MOVE_BASE_SPEED, 0.0f, Vector3.zero); SetAttr((int)Const_Util.UNIT_ATTR.MOVE_CUR_SPEED, 0.0f, Vector3.zero); SetAttr((int)Const_Util.UNIT_ATTR.NITROGEN_MAX, car.nitrogen, Vector3.zero); SetAttr((int)Const_Util.UNIT_ATTR.NITROGEN_CUR, 0, Vector3.zero); SetAttr((int)Const_Util.UNIT_ATTR.UNIT_TYPE, type, Vector3.zero); }
List <BattleUnit> SpawnPlayerUnit(int playerIdx, int heroCarID, Transform hangNode, int unitType) { HERO_CAR heroCar = DataCfgMgr.instance.GetHeroCar(heroCarID); int unitResID = (int)heroCar.car_id; List <BattleUnit> objList = new List <BattleUnit>(); CAR_ATTR car = DataCfgMgr.instance.GetCar(unitResID); int carPosID = playerIdx; CAR_POS carPos = DataCfgMgr.instance.GetCarPos(carPosID);// CAR_VELOCITY carVelocity = DataCfgMgr.instance.GetCarVelocity((int)(heroCar.velocity_id)); CAR_POS carPosY = DataCfgMgr.instance.GetCarPos((int)(heroCar.pos_id)); BattleUnit obj = SpawnOneUnit(playerIdx, heroCarID, car.res_path, hangNode, new Vector2(carPos.car_pos.x, carPosY.car_pos.y), new Vector2(carVelocity.car_velocity.x, carVelocity.car_velocity.y), unitType); objList.Add(obj); return(objList); }
List <BattleUnit> SpawnNPCUnit(int playerIdx, int waveID, Transform hangNode, int unitType) { List <BattleUnit> objList = new List <BattleUnit>(); BRUSH_CAR brushInfo = DataCfgMgr.instance.GetBrushCar(waveID); if (brushInfo == null) { return(null); } for (int i = 0; i < brushInfo.car_list.Count; i++) { int carID = (int)(brushInfo.car_list[i].car_id); CAR_ATTR car = DataCfgMgr.instance.GetCar(carID); CAR_POS carPos = DataCfgMgr.instance.GetCarPos((int)(brushInfo.car_list[i].pos_id)); CAR_VELOCITY carVelocity = DataCfgMgr.instance.GetCarVelocity((int)(brushInfo.car_list[i].velocity_id)); BattleUnit obj = SpawnOneUnit(playerIdx, carID, car.res_path, hangNode, new Vector2(carPos.car_pos.x, carPos.car_pos.y), new Vector2(carVelocity.car_velocity.x, carVelocity.car_velocity.y), unitType); objList.Add(obj); } return(objList); }