public void StablishUnit(UnitLevelData stadistics, string name) { GetComponent <MeshRenderer>().material = normalMaterial; typeName = name; forceAttack = stadistics.forceAttack; lightRange = stadistics.lightRange; speedAttack = stadistics.speedAttack; lives = stadistics.lives; }
//Animator animator; public void InitializeUnit(string newName, int newId, int newLevel) { unitName = newName; unitId = newId; level = newLevel; unitLevelData = UnitDatabase.Instance.GetUnitData(unitId).GetLevelData(level); navAgent = GetComponent <NavMeshAgent>(); //animator = GetComponent<Animator>(); state = UnitState.Idle; navAgent.speed = unitLevelData.MoveSpeed; StartCoroutine(Process()); }
public void StablishUnit(UnitLevelData stadistics, string name) { unitFbx.SetActive(true); lifeBar.SetActive(true); //GetComponent<MeshRenderer>().material = normalMaterial; //GetComponent<MeshRenderer>().enabled = false; topViewMesh.SetActive(false); typeName = name; forceAttack = stadistics.forceAttack; lightRange = stadistics.lightRange; lightRangeWorld = stadistics.lightRange * 56; speedAttack = stadistics.speedAttack; lives = stadistics.lives; }
public void SetUnitData(UnitId newId) { unitState.SetActive(true); UnitBaseData unitData = UnitDatabase.Instance.unitData[(int)newId]; int level = dataManager.Upgrade[(int)newId]; UnitLevelData unitLevelData = unitData.GetLevelData(level); unitName.text = unitData.Name; unitExplanation.text = unitData.Explanation; unitLevel.text = level.ToString(); unitStatus.text = "공격력 : " + unitLevelData.Attack.ToString() + " 방어력 : " + unitLevelData.Defense.ToString() + " 마법방어력 : " + unitLevelData.MagicDefense.ToString() + " 체력 : " + unitLevelData.Health.ToString() + " 이동속도 : " + unitLevelData.MoveSpeed.ToString() + " 공격속도 : " + unitLevelData.AttackSpeed.ToString(); unitCreateCost.text = unitData.Cost.ToString(); unitCreateTime.text = unitData.CreateTime.Hours.ToString("00") + ":" + unitData.CreateTime.Minutes.ToString("00") + ":" + unitData.CreateTime.Seconds.ToString("00"); currentUnit = newId; }