/** 改造 */ public void BuildChangeConfig(int buildId) { StopBuildChangeConfig(); changeConfigCallHandler = gameObject.AddComponent <BBuildChangeCallHandler>(); changeConfigCallHandler.Play(changeTime, effect, OnBuildChangeConfig, buildId); SetBuildChangeTime(changeTime); }
public void StopBuildAttachModule() { if (attachModuleCallHandler != null) { attachModuleCallHandler.StopCall(); attachModuleCallHandler = null; } }
public void StopBuildUplevel() { if (uplevelCallHandler != null) { uplevelCallHandler.StopCall(); uplevelCallHandler = null; } }
public void StopBuildChangeConfig() { if (changeConfigCallHandler != null) { changeConfigCallHandler.StopCall(); changeConfigCallHandler = null; } }
/** 附加建筑功能 */ public void BuildAttachModule(AbstractBuildConfig config) { StopBuildAttachModule(); attachModuleCallHandler = gameObject.AddComponent <BBuildChangeCallHandler>(); attachModuleCallHandler.Play(changeTime, effect, OnBuildAttachModule, config); SetBuildChangeTime(changeTime); }
/** uplevel */ public void BuildUplevel() { StopBuildUplevel(); //Debug.LogFormat ("<color=#FF8877>BBuildChangeManager BuildUplevel levelData.uplevelTime={0}</color>", levelData.uplevelTime); uplevelCallHandler = gameObject.AddComponent <BBuildChangeCallHandler>(); uplevelCallHandler.Play(levelData.uplevelTime, effect, OnBuildUplevel, null); SetBuildChangeTime(levelData.uplevelTime); }
void OnBuildAttachModule(object config) { unitData.BuildAttachModule((AbstractBuildConfig)config); attachModuleCallHandler = null; }
void OnBuildChangeConfig(object buildId) { unitData.BuildChangeBuildConfig((int)buildId); changeConfigCallHandler = null; }