Пример #1
0
    void Start()
    {
        meshRenderer         = gameObject.GetComponent <MeshRenderer>();
        meshRenderer.enabled = false; //隐形

        transform = gameObject.GetComponent <Transform>();
        timer     = 0;

        Set_Tower(Tower_ty.None);
        hp        = 100;
        attack    = 0;
        atk_range = 0;
        ty        = Tower_ty.None;
        atk_time  = Mathf.Infinity;
    }
Пример #2
0
    public void Set_Tower(Tower_ty tempty)
    {
        int return_cost = 0;//拆毁时记录返回钱数量

        switch (tempty)
        {
        case Tower_ty.None:
            return_cost = destroy_return[(int)ty];
            ty          = Tower_ty.None;
            attack      = 0;
            atk_time    = Mathf.Infinity;
            atk_range   = 5;
            go_arch.SetActive(false);
            go_stone.SetActive(false);
            go_ice.SetActive(false);
            go_magic.SetActive(false);
            is_built = false;
            break;

        case Tower_ty.Arch:
            ty = Tower_ty.Arch;
            go_arch.SetActive(true);
            attack    = 10;
            atk_time  = 0.5f;
            atk_range = 3;
            is_built  = true;
            break;

        case Tower_ty.Stone:
            ty = Tower_ty.Stone;
            go_stone.SetActive(true);
            attack    = 20;
            atk_time  = 1f;
            atk_range = 1.5f;
            is_built  = true;
            break;

        case Tower_ty.Ice:
            ty = Tower_ty.Ice;
            go_ice.SetActive(true);
            attack    = 5;
            atk_time  = 1f;
            atk_range = 2;
            is_built  = true;
            break;

        case Tower_ty.Magic:
            ty = Tower_ty.Magic;
            go_magic.SetActive(true);
            attack    = 5;
            atk_time  = 0.4f;
            atk_range = 3;
            is_built  = true;
            break;
        }
        is_selected = false;
        if (return_cost == 0)
        {
            UI = GameObject.Find("BasicAttribute");
            UI.GetComponent <Attribute_UI_controller>().change_money(-costs[(int)tempty]);
        }
        else
        {
            UI = GameObject.Find("BasicAttribute");
            UI.GetComponent <Attribute_UI_controller>().change_money(return_cost);
        }
    }