protected override void DefaultStatDBConnection() //초기 스탯 할당. { meadowUnit = unitData.Level[_level - 1].meadowUnit; _atk = unitData.Level[_level - 1].Attack; _atkSpeed = unitData.Level[_level - 1].AttackSpeed; _speed = unitData.Level[_level - 1].MovingSpeed; _hp = unitData.Level[_level - 1].Hp; _attackRange = unitData.Level[_level - 1].range; _detectionRange = unitData.Level[_level - 1].DetectionRange; _playerRange = unitData.Level[_level - 1].PlayerRange; }
protected void Buff(MeadowUnit mu, bool unBuff) //버프 적용 or 해제 { int num = 1; if (!unBuff) //유닛이 죽으면 버프 해제하기 위한 것 { num = -1; } //버프를 주기 위해 "Team"이라는 태그를 이용해 게임 오브젝트 찾기 GameObject[] Team = GameObject.FindGameObjectsWithTag("Team"); if (Team != null) { foreach (GameObject go in Team) { CreatureCtrl cc = go.GetComponent <CreatureCtrl>(); if (cc != null) { switch (mu) { case MeadowUnit.Chicken2: //전리품 break; case MeadowUnit.Chicken3: break; case MeadowUnit.Cow2: cc.BuffHP(10 * num); break; case MeadowUnit.Cow3: cc.BuffHP(30 * num); break; case MeadowUnit.Duck2: //코인 break; case MeadowUnit.Duck3: break; case MeadowUnit.Horse2: cc.buffSpeed(0.1f * num); break; case MeadowUnit.Horse3: cc.buffSpeed(0.3f * num); break; case MeadowUnit.Sheep2: cc.buffAttack(3 * num); break; case MeadowUnit.Goat2: cc.buffAttackSpeed(0.1f * num); break; default: break; } } } } }