public override com.pureland.proto.ReqWrapper Execute() { var buildTime = entity.model.buildTime; var buildingVO = new BuildingVO(); buildingVO.buildingStatus = buildTime == 0 ? BuildingVO.BuildingStatus.On : BuildingVO.BuildingStatus.Construct; buildingVO.cid = entity.model.baseId; buildingVO.sid = DataCenter.Instance.CreateNextItemSid(); buildingVO.endTime = ServerTime.Instance.GetTimestamp(buildTime); buildingVO.x = entity.GetTilePos().x; buildingVO.y = entity.GetTilePos().y; if (EntityTypeUtil.IsGatherResourceBuilding(entity.model)) { buildingVO.resourceBuildingVO = new ResourceBuildingVO() { lastGatherTime = buildingVO.endTime }; //建造完成开始计算产量 } //替换为有建筑动画的对象 var newEntity = entity.ReplaceWith(entity.model, buildingVO); IsoMap.Instance.ForceAddEntity(newEntity); if (buildTime != 0) { //占用工人数量 DataCenter.Instance.FreeWorker -= 1; } //添加到建筑vo,方便计数等 DataCenter.Instance.AddBuilding(buildingVO); //消耗资源 DataCenter.Instance.AddResource(new ResourceVO() { resourceType = entity.model.costResourceType, resourceCount = -entity.model.costResourceCount }); var buildingConsReq = new BuildingConsReq(); buildingConsReq.buildingVO = buildingVO; buildingConsReq.resourceType = resourceType; return(new ReqWrapper() { requestType = ReqWrapper.RequestType.BuildingCons, buildingConsReq = buildingConsReq }); }
public static TileEntity Create(OwnerType owner, EntityModel model, bool isFriendly = false) { var entityObj = LoadAndCreate(model); var tileEntity = new TileEntity(); tileEntity.owner = owner; tileEntity.model = model; tileEntity.State = EntityStateType.Idle; tileEntity.aiType = (EntityAiType)model.targetType; tileEntity.entityType = model.entityType; tileEntity.Friendly = isFriendly; if (model.tileSize > 0) { tileEntity.width = tileEntity.height = model.tileSize * 2; // REMARK:建筑实际占用格子扩大2倍 } else { tileEntity.width = tileEntity.height = 1; } tileEntity.currentHp = tileEntity.maxHp = Mathf.Max(model.hp, 1); // REMARK:这里设置最大hp的最小值为1,不然对于工人等直接就是dead状态。 tileEntity.animationNamePrefix = model.nameForResource + "_"; // REMARK:建筑按照格子建造、士兵按照边行走(所以士兵位置比建筑偏移(0.5,0.5)) if (EntityTypeUtil.IsAnyActor(model.entityType)) { tileEntity.renderTileSizeOffset = new Vector2((tileEntity.width * 0.5f) - 1.0f, (tileEntity.height * 0.5f) - 1.0f); } else { tileEntity.renderTileSizeOffset = new Vector2((tileEntity.width * 0.5f) - 0.5f, (tileEntity.height * 0.5f) - 0.5f); } tileEntity.view = entityObj.GetComponent <EntityViewComponent>(); if (tileEntity.view == null) { if (EntityTypeUtil.IsAnyActor(tileEntity.entityType)) { tileEntity.view = entityObj.AddComponent <ActorView>(); } else if (EntityTypeUtil.IsAnyTower(tileEntity.entityType)) { tileEntity.view = entityObj.AddComponent <TowerView>(); } else { tileEntity.view = entityObj.AddComponent <EntityViewComponent>(); } } if (EntityTypeUtil.IsAnyBuilding(tileEntity.entityType))//[建筑类] { //1格以上建筑有地皮 if (model.tileSize > 2) { var floorBase = (GameObject)ResourceManager.Instance.LoadAndCreate(model.raceType + "/Entities/Misc/Floor4");//地皮 tileEntity.view.AddSubView(floorBase, Vector3.zero); IsoHelper.FaceToWorldCamera(floorBase.transform); IsoHelper.MoveAlongCamera(floorBase.transform, Constants.FLOOR_Z_ORDER); floorBase.transform.localScale = Vector3.one * model.tileSize / 4;//REMARK 现有素材占4x4个tilesize } if (EntityTypeUtil.IsBarracks(model)) { tileEntity.blockingRange = 3; } else { tileEntity.blockingRange = model.tileSize * 2 - 1; } tileEntity.AddComponent <ConstructBuildingComponent>(); if (model.entityType == EntityType.Tower) { tileEntity.AddComponent <TowerComponent>(); } else if (model.entityType == EntityType.Wall) { tileEntity.AddComponent <WallComponent>(); } else if (EntityTypeUtil.IsGatherResourceBuilding(model)) { tileEntity.AddComponent <GatherResourceBuildingComponent>(); } else if (EntityTypeUtil.IsStorageResoruceBuilding(model)) { tileEntity.AddComponent <ResourceStorageBuildingComponent>(); } else if (EntityTypeUtil.IsArmyShop(model)) { tileEntity.AddComponent <ProductSoldierBuildingComponent>(); } else if (EntityTypeUtil.IsSkillShop(model)) { tileEntity.AddComponent <ProductSkillBuildingComponent>(); } else if (EntityTypeUtil.IsWorkerHouse(model)) { tileEntity.AddComponent <WorkerHouseComponent>(); } else if (EntityTypeUtil.IsFederal(model)) { tileEntity.AddComponent <FederalComponent>(); } else if (EntityTypeUtil.IsResearch(model)) { tileEntity.AddComponent <ResearchBuildingComponent>(); } } else if (EntityTypeUtil.IsAnyActor(model.entityType)) //[角色类] { // 战斗模式 家园模式 通用组件 tileEntity.AddComponent <ActorMoveComponent>(); if (GameWorld.Instance.worldType == WorldType.Home || GameWorld.Instance.worldType == WorldType.Visit) //家园模式 或者 访问模式 { // 家园模式 // 工人(添加工人组件&添加到工人小屋中) if (EntityTypeUtil.IsWorker(model)) { tileEntity.AddComponent <WorkmanComponent>(); var houseComp = IsoMap.Instance.GetWorkerHouseComponent(); Assert.Should(houseComp != null, "worker house is not exist..."); houseComp.AddAWorkman(tileEntity); } else { tileEntity.AddComponent <ArmyComponent>(); } } else //战斗模式 { tileEntity.AddComponent <GameBufferComponent>(); // 设置士兵的监视范围(寻找目标用) REMARK:设定为4.0秒可以移动的范围 tileEntity.monitorRange = Mathf.Clamp(model.speed * 4.0f, 5.0f, 20.0f); if (EntityTypeUtil.IsBombMan(model)) { tileEntity.monitorRange = 0.0f; // 暂时不限制炸弹人 tileEntity.AddComponent <BombManComponent>(); } else if (EntityTypeUtil.IsCurer(model)) { tileEntity.AddComponent <CurerComponent>(); } else if (isFriendly) // 友军/援军 { tileEntity.AddComponent <FriendComponent>(); } else { tileEntity.AddComponent <ActorComponent>(); } // 除【友军/援军】以外添加拆墙组件(REMARK:友军/援军不可拆墙) if (!isFriendly) { tileEntity.AddComponent <ActorDestroyWallComponent>(); } } } else if (EntityTypeUtil.IsAnyTrap(model)) // [陷阱类] { tileEntity.AddComponent <TrapComponent>(); } Assert.Should((tileEntity.blockingRange == 0 || (tileEntity.blockingRange % 2) == 1), "invalid blockingRange..."); Assert.Should(tileEntity.blockingRange <= tileEntity.width - 1 && tileEntity.blockingRange <= tileEntity.height - 1, "invalid blockingRange..."); return(tileEntity); }