// 执行收获逻辑 private void DoHarvest(long buildingID, int value) { ProduceBuildingInfo info = GetBuilding(buildingID) as ProduceBuildingInfo; if (info == null) { return; } // 实际增加资产 switch (info.BuildingType) { case CityBuildingType.HOUSE: UserManager.Instance.Money += value; UIUtil.AddFloatingMsg(Str.Get("UI_CITY_BUILDING_MONEY") + "+" + value.ToString()); break; case CityBuildingType.WOOD: UserManager.Instance.Wood += value; UIUtil.AddFloatingMsg(Str.Get("UI_CITY_BUILDING_WOOD") + "+" + value.ToString()); break; case CityBuildingType.STONE: UserManager.Instance.Stone += value; UIUtil.AddFloatingMsg(Str.Get("UI_CITY_BUILDING_STONE") + "+" + value.ToString()); break; } // 收获完清理建筑的产值 info.ClearProduceValue(); }
private void AddFloatingMsg(string text, float value, float delayTime) { if (value > 0) { UIUtil.AddFloatingMsg(text + " +" + value, Color.green, delayTime); } else { UIUtil.AddFloatingMsg(text + " -" + Mathf.Abs(value), Color.red, delayTime); } }