// 能源轉向到武器 private void ReRoutePowerToTheWeapon( UnitData _unitData ) { // Debug.Log( "ReRoutePowerToTheWeapon" ) ; _unitData.TrySetImpulseEngineEnergy( 0 ) ; float auxiliaryEnergy = _unitData.GetAuxiliaryEnergyValue() ; if( auxiliaryEnergy > 0 ) { float now = 0 ; float max = 0 ; _unitData.RetrieveImpulseEngineEnergy( out now , out max ) ; _unitData.TrySetWeaponEnergy( now + auxiliaryEnergy ) ; } }
private void TrySetValue( UnitData unitData , EnergySliderType _Type , float _Value ) { // Debug.Log( "TrySetValue" + _Value ) ; switch( _Type ) { case EnergySliderType.EnergyManipulatorSymbol_Engine : unitData.TrySetImpulseEngineEnergy( _Value ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Sensor : unitData.TrySetSensorEnergy( _Value ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Shield : unitData.TrySetShieldEnergy( _Value ) ; break ; case EnergySliderType.EnergyManipulatorSymbol_Weapon : unitData.TrySetWeaponEnergy( _Value ) ; break ; } }