Пример #1
0
 void OnDestroy()
 {
     emitEffectFont = null;
 }
Пример #2
0
    public void SyncPropComponent(GameData.BattleGameData.Fleet fleetData, GirlData data, bool isNpc, GameData.BattleGameData.Ship battleShipData)
    {
        if (null == data)
        {
            return;
        }

        ShipData = data;
        if (null == Property)
        {
            Property = gameObject.GetComponent <WarshipProperty>() as WarshipProperty;
            if (null == Property)
            {
                Property = gameObject.AddComponent(typeof(WarshipProperty)) as WarshipProperty;
            }
        }

        Property.WarshipFleetID    = fleetData.FleetID;
        Property.WarshipIsAttacker = fleetData.IsAttacker;
        Property.WarshipIsNpc      = isNpc;

        Property.WarshipID = data.roleCardId;
//		Property.WarshipLogicID = data.BasicData.LogicID;
//		Property.Name = data.BasicData.Name;
//		Property.WarshipIcon = data.BasicData.Icon;
//
//		Property.WarshipType = (int)data.BasicData.Type;
//		Property.TypeID = (int)data.BasicData.TypeID;
//
        //Property.WarshipCurrentLife = data.PropertyData.Life;
        //Property.WarshipSimulateLife = data.PropertyData.Life;

        Property.WarshipCurrentLife  = battleShipData.InitialCurrentLife;
        Property.WarshipSimulateLife = battleShipData.InitialCurrentLife;

        //Property.WarshipMaxLife = data.PropertyData.MaxLife;

        Property.WarshipCurrentPower  = data.PropertyData.Power;
        Property.WarshipSimulatePower = data.PropertyData.Power;
        Property.WarshipMaxPower      = 100;

        Property.CurrentFillSpeed = data.PropertyData.FillSpeed;

        if (0 == Property.WarshipMaxLife)
        {
            Debug.LogError("The dividend is 0");
            return;
        }

        progressBG.transform.localScale    = Vector3.zero;
        lifeProgress.transform.localScale  = Vector3.zero;
        powerProgress.transform.localScale = Vector3.zero;

        UpdateLifeProgress((float)Property.WarshipSimulateLife);
        UpdatePowerProgress((float)Property.WarshipSimulatePower);

        if (null == emitEffectFont)
        {
            emitEffectFont = gameObject.GetComponent <EmitEffectFontUtil>() as EmitEffectFontUtil;
            if (null == emitEffectFont)
            {
                emitEffectFont = gameObject.AddComponent(typeof(EmitEffectFontUtil)) as EmitEffectFontUtil;
            }
        }

        mPublisher.NotifyCreate(this);
    }