예제 #1
0
 void OnStageChange_ProduceSpeedUp(int level)
 {
     if (level == 0)
     {
         if (stateBuffLevel_produceSpeed != null)
         {
             if (stateBuffLevel_produceSpeed != null)
             {
                 stateBuffLevel_produceSpeed.Release();
             }
             stateBuffLevel_produceSpeed = null;
         }
     }
     else
     {
         if (stateBuffLevel_produceSpeed != null)
         {
             stateBuffLevel_produceSpeed.SetLevel(level, legionData.colorId);
         }
         else
         {
             GameObject go = War.pool.stateBuffProduceSpeedUp.Get();
             stateBuffLevel_produceSpeed = go.GetComponent <AbstateStateBuffLevel>();
             stateBuffLevel_produceSpeed.SetLevel(level, legionData.colorId);
             go.transform.SetParent(transform, false);
             go.transform.localPosition    = Vector3.zero;
             go.transform.localEulerAngles = Vector3.zero;
             go.SetActive(true);
         }
     }
 }
예제 #2
0
 void UpdateAtkUp()
 {
     if (stateBuffLevel_atk != null)
     {
         stateBuffLevel_atk.SetLevel(stateAtkUp, legionData.colorId);
     }
 }
예제 #3
0
 void UpdateMoveSpeedUp()
 {
     if (stateBuffLevel_moveSpeed != null)
     {
         stateBuffLevel_moveSpeed.SetLevel(stateMoveSpeedUp, legionData.colorId);
     }
 }
예제 #4
0
        void AddBuff(Buff buff)
        {
            GameObject go;

            switch (buff)
            {
            case Buff.None:
                shadow.enabled = true;
                break;

            case Buff.Attack_Up:
                go = War.pool.stateBuffAtkUp.Get();
                stateBuffLevel_atk = go.GetComponent <AbstateStateBuffLevel>();
                stateBuffLevel_atk.SetLevel(stateAtkUp, legionData.colorId);
                go.transform.SetParent(angleAnchor, false);
                go.transform.localPosition    = Vector3.zero;
                go.transform.localEulerAngles = Vector3.zero;
                go.SetActive(true);
                break;

            case Buff.MoveSpeed_Up:
                go = War.pool.stateBuffMoveSpeedUp.Get();
                stateBuffLevel_moveSpeed = go.GetComponent <AbstateStateBuffLevel>();
                stateBuffLevel_moveSpeed.SetLevel(stateMoveSpeedUp, legionData.colorId);
                go.transform.SetParent(angleAnchor, false);
                go.transform.localPosition    = Vector3.zero;
                go.transform.localEulerAngles = Vector3.zero;
                go.SetActive(true);
                break;
            }
        }