/// <summary> /// 贩卖商品 /// </summary> /// <param name="heroMono"></param> /// <param name="item"></param> public void Sell(HeroMono heroMono, ItemGrid item) { // 判断价格是否足够,物品是否已空 if (item.item != null && heroMono.Owner.Money >= item.item.price) { // 出售商品给单位 heroMono.GetItem(item); heroMono.Owner.Money -= item.item.price; // 如果该物品的数量<=1,说明再减一就要为0了,在这里限制物品数量为1,当物品被买光后,设置此物品为正在冷却状态(isCoolDowning) if (item.ItemCount <= 1) { item.IsCoolDowning = true; } else { item.ItemCount -= 1; } } }
/// <summary> /// 贩卖商品 /// </summary> /// <param name="heroMono"></param> /// <param name="item"></param> public void Sell(HeroMono heroMono, ItemGrid item) { // 当玩家准备购买商品事件 MessageAggregator.Instance.Broadcast <Player, ItemGrid>(EventType.OnPlayerPrepareBuyStoreItem, heroMono.Owner, item); // 判断价格是否足够,物品是否已空 if (item.item != null && heroMono.Owner.Money >= item.item.price) { // 出售商品给单位 heroMono.GetItem(item); heroMono.Owner.Money -= item.item.price; // 如果该物品的数量<=1,说明再减一就要为0了,在这里限制物品数量为1,当物品被买光后,设置此物品为正在冷却状态(isCoolDowning) if (item.ItemCount <= 1) { item.IsCoolDowning = true; } else { item.ItemCount -= 1; } } }
public void Init(HeroMono characterMono) { this.characterMono = characterMono; characterMono.HeroModel.HpValueChangedHandler += OnHpChanged; characterMono.HeroModel.MpValueChangedHandler += OnMpValueChanged; }
public void Init(HeroMono heroMono) { this.characterMono = heroMono; Init(); }
public override void OnStart() { hero = GetComponent <HeroMono>(); }
public void Init(HeroMono heroMono) { this.heroMono = heroMono; }
/// <summary> /// 在初始化时, /// 根据单位的技能列表(BaseSkills),设置各个技能面板 /// </summary> public void Init(HeroMono characterMono) { this.characterMono = characterMono; character = characterMono.HeroModel; Init(); }
private void Start() { character = GameObject.Find("sjm").GetComponent <HeroMono>(); }