Пример #1
0
 private void PreparePoolingObject(STPTheme poolingTheme)
 {
     if (poolingTheme.stpObjectHolder != null)
     {
         for (int i = 0; i < poolingTheme.stpObjectHolder.Count; i++)
         {
             _poolManager.CreatePool(poolingTheme.stpObjectHolder[i].prefab, poolingTheme.stpObjectHolder[i]._id, poolingTheme.stpObjectHolder[i].poolingNum);
         }
     }
 }
Пример #2
0
 private void PreparePoolingObject(STPTheme p_themeObject)
 {
     if (p_themeObject != null && p_themeObject.stpObjectHolder != null)
     {
         for (int i = 0; i < p_themeObject.stpObjectHolder.Count; i++)
         {
             var stpObject = p_themeObject.stpObjectHolder[i];
             PoolManager.instance.CreatePool(stpObject.prefab, stpObject._id, stpObject.poolingNum);
         }
     }
 }
Пример #3
0
        public void SetUp(GameInputManager gameInputManager, GameUnitManager gameUnitManager, LevelDesignManager levelDesign, MapGrid mapGrid, MapBlockManager mapBlockManager,
                          STPTheme stpTheme, StatsHolder statHolder)
        {
            _gameInputManager = gameInputManager;
            _gameInputManager.OnSelectTileNode += SelectTileListener;

            _gameUnitManager    = gameUnitManager;
            _levelDesignManager = levelDesign;
            _mapGrid            = mapGrid;
            _mapBlockManager    = mapBlockManager;
            _stpTheme           = stpTheme;
            _statHolder         = statHolder;

            if (ConstructionUI != null)
            {
                ConstructionUI.TowerClickEvent += SelectTowerToBuild;
            }
        }