/// <summary> /// 同步所有单位的属性 /// </summary> private void SyncAllUnitAttr() { proto.S2CSyncUnitAttr attrList = new proto.S2CSyncUnitAttr(); for (int i = 0; i < EntityManager.Instance.AttackUnitList.Count; ++i) { proto.UnitAttri attr = new proto.UnitAttri(); ShipEntity entity = EntityManager.Instance.AttackUnitList[i] as ShipEntity; attr.unitid = entity.ID; attr.durablility = entity.GetDurability(); attr.armor = entity.GetArmouredShield(); attr.energy = entity.GetEnergyShield(); attrList.add_unitattrlist(attr); } for (int i = 0; i < EntityManager.Instance.DefenderUnitList.Count; ++i) { proto.UnitAttri attr = new proto.UnitAttri(); ShipEntity entity = EntityManager.Instance.DefenderUnitList[i] as ShipEntity; attr.unitid = entity.ID; attr.durablility = entity.GetDurability(); attr.armor = entity.GetArmouredShield(); attr.energy = entity.GetEnergyShield(); attrList.add_unitattrlist(attr); } BattleSys.OnSyncUnitAttr(attrList); }