Пример #1
0
    public void Enable()
    {
        if (_teamUnits._units == null)
        {
            _teamUnits.Init(_isPlayer ? eTeam.PLAYER : eTeam.ENEMY);

            _teamUnits.UpdateItems();
        }

        for (int i = 0; i < _teamUnits.Length; ++i)
        {
            UnitStatus us = _teamUnits.GetUnit(i);
            us.UpdateItems();

            _isUnitSpawn[i]       = false;
            _unitCoolIntervals[i] = _unitCoolTimes[i] = us._coolTime;
        }
    }
Пример #2
0
    /// <summary>
    /// UI의 버튼 혹은 설정된 키로 유닛을 스폰
    /// </summary>

    public bool Spawn()
    #region Function Content
    {
        if (_isGameEnd)
        {
            return(false);
        }

        UnitStatus uStatus = _teamUnits.GetUnit(_curSpawnIndex);

        if (_isUnitSpawn[_curSpawnIndex])
        {
            return(false);
        }
        if (!_isdefaultSpawn)
        {
            return(false);
        }

        if (_isPlayer)
        {
            if (!_inGameSystem.CostConsumption(uStatus._cost))
            {
                return(false);
            }

            _costMgr.SetCoolDownUI(_curSpawnIndex, uStatus._coolTime);

            if (_spawnAreaObject.activeSelf)
            {
                _spawnAreaObject.SetActive(false);
            }
        }

        if (_curSpawnObject == null)
        {
            return(false);
        }
        // 스폰 성공

        _isdefaultSpawn = false;

        _isUnitSpawn[_curSpawnIndex] = true;

        Vector3 unitPos = _spawnPoint;

        if (_spawnPoint == Vector3.zero)
        {
            int  randVal = Random.Range(0, 2);
            bool isDown  = 0 == randVal ? true : false;

            unitPos = isDown ?
                      transform.position + new Vector3(1, 0, 2.5f) :
                      transform.position + new Vector3(1, 0, .5f);
        }

        _curSpawnObject.transform.position = unitPos;

        UnitController unitCtrl = _curSpawnObject.GetComponent <UnitController>();

        unitCtrl._enemyCastleObject = _enemySpawnManager.GetCastle();

        if (unitCtrl._status != null)
        {
            if (unitCtrl._status._equipedItems != null)
            {
                UnitModelManager.Reset(_curSpawnObject.transform.GetChild(0).gameObject, unitCtrl._status._equipedItems);
            }
        }

        UnitStatus newStatus = new UnitStatus();

        newStatus._team         = _isPlayer ? eTeam.PLAYER : eTeam.ENEMY;
        newStatus._equipedItems = uStatus._equipedItems;
        newStatus.UpdateItems();

        unitCtrl._status = newStatus;

        UnitModelManager.Update(_curSpawnObject.transform.GetChild(0).gameObject, unitCtrl._status._equipedItems);

        unitCtrl.Spawn();

        _curSpawnObject.SetActive(true);

        // 새로운 유닛 오브젝트를 오브젝트풀에서 찾음
        _curSpawnObject = null;

        return(true);
    }