Exemplo n.º 1
0
    public static void Skill_Qiangbing03(Wujiang wujiang, Coordinates target)
    {
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();
        Wujiang targetWujiang = wujiangExpeditions[target];

        // 1.伤害
        targetWujiang.OnDamage(5000);
        // 2.移动
        Coordinates c1               = wujiang.GetCoordinates();
        Coordinates c2               = targetWujiang.GetCoordinates();
        int         dx               = (c2.HexX - c1.HexX) * 2;
        int         dy               = (c2.HexY - c1.HexY) * 2;
        Coordinates myCoordinates    = new Coordinates();
        Coordinates otherCoordinates = new Coordinates();

        myCoordinates.SetHexXY(c1.HexX + dx, c1.HexY + dy);
        otherCoordinates.SetHexXY(c2.HexX + dx, c2.HexY + dy);

        if (!Skills.CanMoveIn(myCoordinates))
        {
            return;
        }
        else if (!Skills.CanMoveIn(otherCoordinates))
        {
            targetWujiang.Move(myCoordinates);
        }
        else
        {
            targetWujiang.Move(otherCoordinates);
        }
    }
Exemplo n.º 2
0
    // 骑兵:2
    public static void Skill_Qibing02(Wujiang wujiang, Coordinates target)
    {
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();
        Wujiang targetWujiang = wujiangExpeditions[target];

        // 1.伤害
        targetWujiang.OnDamage(3000);
        // 2.移动
        Coordinates c1 = wujiang.GetCoordinates();
        Coordinates c2 = targetWujiang.GetCoordinates();
        int         dx = (c2.HexX - c1.HexX);
        int         dy = (c2.HexY - c1.HexY);

        Coordinates myCoordinates = new Coordinates();

        myCoordinates.SetHexXY(c2.HexX + dx, c2.HexY + dy);
        if (!Skills.CanMoveIn(myCoordinates))
        {
            if (targetWujiang.GetWujiangState() == WujiangState.WujiangState_Dead)
            {
                wujiang.Move(c2);
                return;
            }
            return;
        }
        wujiang.Move(myCoordinates);
    }
Exemplo n.º 3
0
    // 2-贯射
    public static List <Coordinates> ShowSkillTarget_Nubing02(Wujiang myWujiang)
    {
        List <Coordinates> targets    = new List <Coordinates>();
        Coordinates        c1         = MapManager.GetInstance().TerrainPositionToCorrdinate(BattleGameManager.GetInstance().GetWujiangTransparent().transform.position);
        List <Coordinates> neighbours = new List <Coordinates>();

        MapManager.GetInstance().GetAroundN(neighbours, c1, 2);
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();

        foreach (Coordinates c in neighbours)
        {
            if (wujiangExpeditions.ContainsKey(c))
            {
                // 不能是自己
                if (!myWujiang.GetCoordinates().Equals(c))
                {
                    // 必须是一条直线上
                    if (MapManager.GetInstance().CheckInLine(c, c1))
                    {
                        targets.Add(c);
                    }
                }
            }
        }
        return(targets);
    }
Exemplo n.º 4
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    public void UpdateWujiangExpeditionCorrdinates(Coordinates c1, Coordinates c2)
    {
        Wujiang Wujiang = mWujiangExpeditions[c1];

        SetWujiangExpeditionCorrdinates(c1, null);
        SetWujiangExpeditionCorrdinates(c2, Wujiang);
    }
Exemplo n.º 5
0
    public Dictionary <Coordinates, Node> ShowPath(Wujiang wujiang)
    {
        // 所有出征的武将
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();

        ClearNode();

        // 1.查找可走路径点
        Coordinates  current   = MapManager.GetInstance().TerrainPositionToCorrdinate(wujiang.transform.position);
        Queue <Node> queue     = new Queue <Node>();
        Node         startNode = GetNode(current);

        startNode.nodeCurrentCosted = 1;
        queue.Enqueue(startNode);
        mResult[startNode.nodeCoordinates] = startNode;
        while (queue.Count > 0)
        {
            Node currentNode = queue.Dequeue();
            List <Coordinates> neighbours = MapManager.GetInstance().GetNeighbours(currentNode.nodeCoordinates);
            foreach (Coordinates c in neighbours)
            {
                // 检查是否越界
                if (MapManager.GetInstance().CheckBoundary(c))
                {
                    Node  node    = GetNode(c); // 创建node
                    float newCost = currentNode.nodeCurrentCosted + node.nodeCost;
                    if (newCost < node.nodeCurrentCosted)
                    {
                        node.nodeCurrentCosted = newCost;
                        // 1.当前点的cost小于总cost
                        if (node.nodeCurrentCosted <= wujiang.GetWujiangPathfindingCost())
                        {
                            // 2.不能移动到其他武将的点上,所以去掉这个点
                            if (wujiangExpeditions.ContainsKey(node.nodeCoordinates))
                            {
                                Wujiang wujiangNode = wujiangExpeditions[node.nodeCoordinates];
                                if (wujiangNode && wujiangNode != wujiang)
                                {
                                    continue;
                                }
                            }
                            queue.Enqueue(node);
                            node.nodeParent = currentNode;
                            mResult[node.nodeCoordinates] = node;
                        }
                    }
                }
            }
        }
        // 2.显示可走路径点
        mIsShowingPath = true;
        foreach (KeyValuePair <Coordinates, Node> node in mResult)
        {
            GameObject g = GetGridNode();
            g.SetActive(true);
            g.transform.position = MapManager.GetInstance().CorrdinateToTerrainPosition(node.Key);
        }
        return(mResult);
    }
Exemplo n.º 6
0
 public void ShowAllTargets(Wujiang wujiang)
 {
     mAllTargets.Clear();
     for (int i = 0; i < mShowSkillTargets.Count; i++)
     {
         mAllTargets.Add(mShowSkillTargets[i](wujiang));
     }
 }
Exemplo n.º 7
0
    public static void Skill_Nubing01(Wujiang wujiang, Coordinates target)
    {
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();
        Wujiang targetWujiang = wujiangExpeditions[target];

        // 1.伤害
        targetWujiang.OnDamage(3000);
    }
Exemplo n.º 8
0
    public static void Skill_Jibing03(Wujiang wujiang, Coordinates target)
    {
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();
        List <Coordinates> neighbors = MapManager.GetInstance().GetNeighbours(wujiang.GetCoordinates());

        foreach (Coordinates c in neighbors)
        {
            if (wujiangExpeditions.ContainsKey(c))
            {
                wujiangExpeditions[c].OnDamage(5000);
            }
        }
    }
Exemplo n.º 9
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 public void SetWujiangExpeditionCorrdinates(Coordinates c1, Wujiang Wujiang)
 {
     if (Wujiang)
     {
         mWujiangExpeditions[c1] = Wujiang;
         MapManager.GetInstance().AddTerrainType(c1, TerrainType.TerrainType_Wujiang);
     }
     else
     {
         mWujiangExpeditions.Remove(c1);
         MapManager.GetInstance().RemoveTerrainType(c1, TerrainType.TerrainType_Wujiang);
     }
 }
Exemplo n.º 10
0
    public static void Skill_Nubing02(Wujiang myWujiang, Coordinates target)
    {
        Coordinates        c1      = myWujiang.GetCoordinates();
        Coordinates        c2      = target;
        List <Coordinates> targets = new List <Coordinates>();

        if (c1.HexX == c2.HexX)
        {
            int count = c2.HexY - c1.HexY;
            int step  = count > 0 ? 1 : -1;
            for (int i = c2.HexY; i != c1.HexY; i -= step)
            {
                Coordinates c = new Coordinates();
                c.SetHexXY(c1.HexX, i);
                targets.Add(c);
            }
        }
        else if (c1.HexY == c2.HexY)
        {
            int count = c2.HexX - c1.HexX;
            int step  = count > 0 ? 1 : -1;
            for (int i = c2.HexX; i != c1.HexX; i -= step)
            {
                Coordinates c = new Coordinates();
                c.SetHexXY(i, c1.HexY);
                targets.Add(c);
            }
        }
        else if (c1.HexZ == c2.HexZ)
        {
            int count = c2.HexY - c1.HexY;
            int step  = count > 0 ? 1 : -1;
            for (int i = c2.HexY; i != c1.HexY; i -= step)
            {
                Coordinates c = new Coordinates();
                c.SetHexXY(-c1.HexZ - i, i);
                targets.Add(c);
            }
        }
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();

        foreach (Coordinates c in targets)
        {
            if (wujiangExpeditions.ContainsKey(c))
            {
                wujiangExpeditions[c].OnDamage(4000);
            }
        }
    }
Exemplo n.º 11
0
    public static List <Coordinates> ShowSkillTarget_Qibing01(Wujiang wujiang)
    {
        List <Coordinates> targets   = new List <Coordinates>();
        List <Coordinates> neighbour = MapManager.GetInstance().GetNeighbours(MapManager.GetInstance().TerrainPositionToCorrdinate(BattleGameManager.GetInstance().GetWujiangTransparent().transform.position));
        Dictionary <Coordinates, Wujiang> wujiangExpeditions = BattleGameManager.GetInstance().GetWujiangData().GetWujiangExpeditions();

        foreach (Coordinates c in neighbour)
        {
            if (wujiangExpeditions.ContainsKey(c))
            {
                // 不能是自己
                if (!wujiang.GetCoordinates().Equals(c))
                {
                    targets.Add(c);
                }
            }
        }
        return(targets);
    }
Exemplo n.º 12
0
 public void Seclet(bool seclet)
 {
     mSelected = seclet;
     if (mSelected)
     {
         // 1.选中
         msCurrentWujiang = this;
         if (mHighlightableObjecto == null)
         {
             mHighlightableObjecto = gameObject.AddComponent <HighlightableObject>();
         }
         mHighlightableObjecto.ConstantOnImmediate(Color.red);
     }
     else
     {
         // 2.不选中
         msCurrentWujiang = null;
         mHighlightableObjecto.Off();
     }
 }
Exemplo n.º 13
0
 // 3-乱射
 public static List <Coordinates> ShowSkillTarget_Nubing03(Wujiang myWujiang)
 {
     return(ShowSkillTarget_Nubing01(myWujiang));
 }
Exemplo n.º 14
0
 public static void SetCurrentWujiang(Wujiang wujiang)
 {
     msCurrentWujiang = wujiang;
     msCurrentWujiang.Seclet(true);
 }
Exemplo n.º 15
0
 public void SetWujiang(Wujiang wujiang)
 {
     mWujiang = wujiang;
 }
Exemplo n.º 16
0
    void Update()
    {
        if (IsPointerOverGameObject(Input.mousePosition))
        {
            if (mMobileTouchCamera.enabled)
            {
                mMobileTouchCamera.enabled = false;
            }
            return;
        }
        if (!mMobileTouchCamera.enabled)
        {
            mMobileTouchCamera.enabled = true;
        }
        RaycastHit hit;
        // 从鼠标所在的位置发射
        Vector2 screenPosition = Input.mousePosition;

        if (Physics.Raycast(Camera.main.ScreenPointToRay(screenPosition), out hit))
        {
            // 1.点击格子,主要用于行军
            Vector3 pointCubePosition = MapManager.GetInstance().TerrainPositionToCenterPosition(hit.point);
            pointCubePosition.y           = mOriginalPosition.y;
            mPointCube.transform.position = pointCubePosition;
            if (Input.GetMouseButtonUp(0))
            {
                // 这个主要是因为防止刚刚点击武将,战斗菜单就显示出来了
                if (msIgnoreRaycast)
                {
                    msIgnoreRaycast = false;
                    return;
                }
                Wujiang currentWujiang = Wujiang.GetCurrentWujiang();
                if (currentWujiang != null)
                {
                    // 1.当前处于要攻击状态
                    // 这个主要是因为防止刚刚点击武将,战斗菜单就显示出来了
                    if (currentWujiang.GetWujiangState() == WujiangState.WujiangState_Prepare_Attack)
                    {
                        // 释放技能
                        mCanvasBattleMenu.MoveAndStartSkill(MapManager.GetInstance().TerrainPositionToCorrdinate(pointCubePosition));
                        return;
                    }
                    // 2.显示战斗菜单
                    currentWujiang.ShowBattleMeun(new Vector3(mPointCube.transform.position.x, currentWujiang.transform.position.y, mPointCube.transform.position.z));
                    return;
                }
                // 2.点击城市
                if (hit.collider.CompareTag("City"))
                {
                    if (currentWujiang != null || Pathfinding.GetInstance().IsShowingPath())
                    {
                        return;
                    }
                    if (Input.GetMouseButtonUp(0))
                    {
                        GameObject city;
                        if (hit.collider.gameObject.name.Equals("Model"))
                        {
                            // 关隘
                            city = hit.collider.transform.parent.gameObject;
                        }
                        else
                        {
                            // 港口
                            city = hit.collider.transform.gameObject;
                        }
                        // 显示小菜单
                        mCanvasGameMenu.SetCity(city.GetComponent <City>());
                        mCanvasGameMenu.ShowCanvasGameMenu(screenPosition);
                    }
                }
            }
        }
        // 3.点击空白
        if (Input.GetMouseButtonDown(0))
        {
            mCanvasGameMenu.gameObject.SetActive(false);
            mCanvasBattleMenu.gameObject.SetActive(false);
        }
    }
Exemplo n.º 17
0
 public static List <Coordinates> ShowSkillTarget_Qibing03(Wujiang wujiang)
 {
     return(ShowSkillTarget_Qibing01(wujiang));
 }
Exemplo n.º 18
0
 public Skills(Wujiang wujiang, string[] skillNames)
 {
     if (wujiang.mArmAbility == 1)
     {
         if (wujiang.mArmType == ArmType.ArmType_Qiangbing)
         {
             mSkills.Add(SkillQiangbing.Skill_Qiangbing01);
             mShowSkillTargets.Add(SkillQiangbing.ShowSkillTarget_Qiangbing01);
         }
         else if (wujiang.mArmType == ArmType.ArmType_jibing)
         {
             mSkills.Add(SkillJibing.Skill_Jibing01);
             mShowSkillTargets.Add(SkillJibing.ShowSkillTarget_Jibing01);
         }
         else if (wujiang.mArmType == ArmType.ArmType_Nubing)
         {
             mSkills.Add(SkillNubing.Skill_Nubing01);
             mShowSkillTargets.Add(SkillNubing.ShowSkillTarget_Nubing01);
         }
         else if (wujiang.mArmType == ArmType.ArmType_Qibing)
         {
             mSkills.Add(SkillQibing.Skill_Qibing01);
             mShowSkillTargets.Add(SkillQibing.ShowSkillTarget_Qibing01);
         }
     }
     else if (wujiang.mArmAbility == 2)
     {
         if (wujiang.mArmType == ArmType.ArmType_Qiangbing)
         {
             mSkills.Add(SkillQiangbing.Skill_Qiangbing01);
             mSkills.Add(SkillQiangbing.Skill_Qiangbing02);
             mShowSkillTargets.Add(SkillQiangbing.ShowSkillTarget_Qiangbing01);
             mShowSkillTargets.Add(SkillQiangbing.ShowSkillTarget_Qiangbing02);
         }
         else if (wujiang.mArmType == ArmType.ArmType_jibing)
         {
             mSkills.Add(SkillJibing.Skill_Jibing01);
             mSkills.Add(SkillJibing.Skill_Jibing02);
             mShowSkillTargets.Add(SkillJibing.ShowSkillTarget_Jibing01);
             mShowSkillTargets.Add(SkillJibing.ShowSkillTarget_Jibing02);
         }
         else if (wujiang.mArmType == ArmType.ArmType_Nubing)
         {
             mSkills.Add(SkillNubing.Skill_Nubing01);
             mSkills.Add(SkillNubing.Skill_Nubing02);
             mShowSkillTargets.Add(SkillNubing.ShowSkillTarget_Nubing01);
             mShowSkillTargets.Add(SkillNubing.ShowSkillTarget_Nubing02);
         }
         else if (wujiang.mArmType == ArmType.ArmType_Qibing)
         {
             mSkills.Add(SkillQibing.Skill_Qibing01);
             mSkills.Add(SkillQibing.Skill_Qibing02);
             mShowSkillTargets.Add(SkillQibing.ShowSkillTarget_Qibing01);
             mShowSkillTargets.Add(SkillQibing.ShowSkillTarget_Qibing02);
         }
     }
     else if (wujiang.mArmAbility > 2)
     {
         if (wujiang.mArmType == ArmType.ArmType_Qiangbing)
         {
             mSkills.Add(SkillQiangbing.Skill_Qiangbing01);
             mSkills.Add(SkillQiangbing.Skill_Qiangbing02);
             mSkills.Add(SkillQiangbing.Skill_Qiangbing03);
             mShowSkillTargets.Add(SkillQiangbing.ShowSkillTarget_Qiangbing01);
             mShowSkillTargets.Add(SkillQiangbing.ShowSkillTarget_Qiangbing02);
             mShowSkillTargets.Add(SkillQiangbing.ShowSkillTarget_Qiangbing03);
         }
         else if (wujiang.mArmType == ArmType.ArmType_jibing)
         {
             mSkills.Add(SkillJibing.Skill_Jibing01);
             mSkills.Add(SkillJibing.Skill_Jibing02);
             mSkills.Add(SkillJibing.Skill_Jibing03);
             mShowSkillTargets.Add(SkillJibing.ShowSkillTarget_Jibing01);
             mShowSkillTargets.Add(SkillJibing.ShowSkillTarget_Jibing02);
             mShowSkillTargets.Add(SkillJibing.ShowSkillTarget_Jibing03);
         }
         else if (wujiang.mArmType == ArmType.ArmType_Nubing)
         {
             mSkills.Add(SkillNubing.Skill_Nubing01);
             mSkills.Add(SkillNubing.Skill_Nubing02);
             mSkills.Add(SkillNubing.Skill_Nubing03);
             mShowSkillTargets.Add(SkillNubing.ShowSkillTarget_Nubing01);
             mShowSkillTargets.Add(SkillNubing.ShowSkillTarget_Nubing02);
             mShowSkillTargets.Add(SkillNubing.ShowSkillTarget_Nubing03);
         }
         else if (wujiang.mArmType == ArmType.ArmType_Qibing)
         {
             mSkills.Add(SkillQibing.Skill_Qibing01);
             mSkills.Add(SkillQibing.Skill_Qibing02);
             mSkills.Add(SkillQibing.Skill_Qibing03);
             mShowSkillTargets.Add(SkillQibing.ShowSkillTarget_Qibing01);
             mShowSkillTargets.Add(SkillQibing.ShowSkillTarget_Qibing02);
             mShowSkillTargets.Add(SkillQibing.ShowSkillTarget_Qibing03);
         }
     }
     if (wujiang.mArmAbility == 1)
     {
         mSkillNames.Add(skillNames[0]);
     }
     else if (wujiang.mArmAbility == 2)
     {
         mSkillNames.Add(skillNames[0]);
         mSkillNames.Add(skillNames[1]);
     }
     else if (wujiang.mArmAbility > 2)
     {
         mSkillNames.Add(skillNames[0]);
         mSkillNames.Add(skillNames[1]);
         mSkillNames.Add(skillNames[2]);
     }
     //Debug.Log("wujiang.mArmAbility:" + wujiang.mArmAbility + " " + mSkillNames.Count);
 }
Exemplo n.º 19
0
    void Start()
    {
        // 兵种
        for (int i = 0; i < mArms.Length; i++)
        {
            int index = i;
            mArms[index].onClick.AddListener(delegate() {
                // 点击兵种自动显示出征的武将(由AI控制选择哪些武将)
                mWeapons[mWeaponIndex].GetComponent <Image>().sprite = mSprite01[mWeaponIndex];
                mWeaponText[mWeaponIndex].text = 1000000 + "";
                mWeaponIndex = index;
                mWeapons[mWeaponIndex].GetComponent <Image>().sprite = mSprite02[mWeaponIndex];
                mWeaponText[mWeaponIndex].text = 1000000 - mCurrentSoldier + "";

                List <WujiangBean> temp = Strategy.GetExpeditionGenerals(mCity.GetWujiangBeans());

                WujiangBean[] wujiangs = new WujiangBean[3];
                wujiangs[0]            = temp[0];
                wujiangs[1]            = temp[1];
                wujiangs[2]            = temp[2];

                SetGeneral(wujiangs);

                CanvasExecutive canvasExecutive = mCanvasExecutive.GetComponent <CanvasExecutive>();
                // 设置本次选中的武将
                canvasExecutive.SetSelectGeneral(wujiangs);
            });
        }
        // 显示武将界面
        mExecutiveBtn.GetComponent <Button>().onClick.AddListener(delegate() {
            CanvasExecutive canvasExecutive = mCanvasExecutive.GetComponent <CanvasExecutive>();
            canvasExecutive.SetCity(mCity);
            canvasExecutive.Show();
        });
        // 确定、返回
        mEnableBtn.GetComponent <Button>().onClick.AddListener(delegate() {
            this.gameObject.SetActive(false);
            GameObject canvasGameMenu = GameObject.Find("Canvas GameMenu");
            if (canvasGameMenu != null)
            {
                canvasGameMenu.SetActive(false);
            }
            if (mChief != null)
            {
                // 出兵
                GameObject wujiangGameObject         = Instantiate(mWujiangPrefab);
                wujiangGameObject.transform.position = new Vector3(mCity.transform.position.x, 0.05f, mCity.transform.position.z);
                Wujiang wujiang        = wujiangGameObject.GetComponent <Wujiang>();
                wujiang.mAvatar.sprite = mChiefImg.sprite;
                wujiang.mHealth.text   = mSliderText[0].text.Split('/')[0];
                wujiang.mName.text     = mChief.name;
                // 设置武将技能
                wujiang.mArmType    = (ArmType)mWeaponIndex;
                wujiang.mArmAbility = mArmAbility;
                wujiang.mSkills     = new Skills(wujiang, new string[] { mSkillText[0].text, mSkillText[1].text, mSkillText[2].text });

                WujiangBean[] wujiangBeans = new WujiangBean[3];
                wujiangBeans[0]            = mChief;
                wujiangBeans[1]            = mJunior01;
                wujiangBeans[2]            = mJunior02;
                wujiang.SetWujiangBeans(wujiangBeans);
                // 显示路径
                Wujiang.SetCurrentWujiang(wujiang);
                wujiang.SetWujiangState(WujiangState.WujiangState_Prepare_Expedition);
                wujiang.SetCity(mCity);
                wujiang.ShowPath();
                // 减少城池里面的武将
                List <WujiangBean> allWujiangs = mCity.GetWujiangBeans();
                for (int i = allWujiangs.Count - 1; i >= 0; i--)
                {
                    for (int j = 0; j < wujiangBeans.Length; j++)
                    {
                        if (allWujiangs[i] == wujiangBeans[j])
                        {
                            allWujiangs.Remove(allWujiangs[i]);
                            break;
                        }
                    }
                }
                // 清零选中的武将
                CanvasExecutive canvasExecutive = mCanvasExecutive.GetComponent <CanvasExecutive>();
                canvasExecutive.ClearSelectWujiang();
            }
        });
        mCloseBtn.GetComponent <Button>().onClick.AddListener(delegate() {
            this.gameObject.SetActive(false);
        });
        // 武器,默认第一个亮
        mWeapons[mWeaponIndex].GetComponent <Image>().sprite = mSprite02[mWeaponIndex];
        for (int i = 0; i < mWeapons.Length; i++)
        {
            int index = i;
            mWeapons[index].onClick.AddListener(delegate() {
                if (mWeaponIndex == index && mChief == null)
                {
                    return;
                }
                else
                {
                    mWeapons[mWeaponIndex].GetComponent <Image>().sprite = mSprite01[mWeaponIndex];
                    mWeaponText[mWeaponIndex].text = 1000000 + "";
                    mWeaponIndex = index;
                    mWeapons[mWeaponIndex].GetComponent <Image>().sprite = mSprite02[mWeaponIndex];
                    mWeaponText[mWeaponIndex].text = 1000000 - mCurrentSoldier + "";

                    SetAbilitysValue(mChief, mJunior01, mJunior02);
                };
            });
        }
        // 滑动条
        for (int i = 0; i < mSlider.Length; i++)
        {
            int index = i;
            mSlider[index].onValueChanged.AddListener(delegate(float value) {
                int max     = 0;
                int current = 0;
                if (index == 0)
                {
                    // 士兵
                    max             = 20000;
                    mCurrentSoldier = (int)(max * value);
                    mWeaponText[mWeaponIndex].text = 1000000 - mCurrentSoldier + "";
                }
                else if (index == 1)
                {
                    max      = 10000;
                    int temp = (int)(max * value);
                }
                else if (index == 2)
                {
                    max = 50000;
                    mSliderDayText.text = (int)(200 * value) / 10 * 10 + "日";
                }
                current = (int)(max * value);
                mSliderText[index].text = current + "/" + max;
                mTotalText[index].text  = 1000000 - current + "";
            });
        }
        // Test
        //string PATH = Application.streamingAssetsPath + "/img/img";
        //string url = PATH + BattleGameManager.msWujiangs[0].id + ".jpg";
        //StartCoroutine(LoadImage(url, null));
    }