public override void AddWeapon() { IWeaponFactory WeaponFactory = RTSFactory.GetWeaponFactory(); IWeapon Weapon = WeaponFactory.CreateWeapon(m_BuildParam.emWeapon); m_BuildParam.NewCharacter.SetWeapon(Weapon); }
public void ShowInfo(ICamp Camp) { Show(); m_Camp = Camp; // 名称 m_CampNameTxt.text = m_Camp.GetName(); // 训练花费 m_TrainCostTxt.text = string.Format("AP:{0}", m_Camp.GetTrainCost()); // 训练中信息 ShowOnTrainInfo(); // Icon IAssetFactory Factory = RTSFactory.GetAssetFactory(); m_CampImage.sprite = Factory.LoadSprite(m_Camp.GetIconSpriteName()); // 升级功能 if (m_Camp.GetLevel() <= 0) { EnableLevelInfo(false); } else { EnableLevelInfo(true); m_CampLvTxt.text = string.Format("等级:" + m_Camp.GetLevel()); m_WeaponLvTxt.text = string.Format("武器等级:" + m_Camp.GetWeaponLevel()); } }
public override void SetCharacterAttr() { IAttrFactory AttrFactory = RTSFactory.GetAttrFactory(); EnemyAttr theEnemyAttr = AttrFactory.GetEnemyAttr( m_BuildParam.NewCharacter.GetAttrID()); theEnemyAttr.SetAttrStrategy(new EnemyAttrStrategy()); m_BuildParam.NewCharacter.SetCharacterAttr(theEnemyAttr); }
public override void LoadAsset(int GameObjectID) { IAssetFactory AssetFactory = RTSFactory.GetAssetFactory(); GameObject EnemyGameObject = AssetFactory.LoadEnemy(m_BuildParam.NewCharacter.GetAssetName()); EnemyGameObject.transform.position = m_BuildParam.SpawnPosition; EnemyGameObject.name = string.Format("Enemy[{0}]", GameObjectID); m_BuildParam.NewCharacter.SetGameObject(EnemyGameObject); }
// 设置角色能力 public override void SetCharacterAttr() { // 获取Soldier的属性 IAttrFactory theAttrFactory = RTSFactory.GetAttrFactory(); SoldierAttr theSoldierAttr = theAttrFactory.GetSoldierAttr( m_BuildParam.NewCharacter.GetAttrID()); // 设置 theSoldierAttr.SetAttrStrategy(new SoldierAttrStrategy()); // 设置等级 theSoldierAttr.SetSoldierLv(m_BuildParam.Lv); // 设置给角色 m_BuildParam.NewCharacter.SetCharacterAttr(theSoldierAttr); }