public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GamePauseUI"); mCurretStageLevel = UITools.FindChild <Text>(mRootUI, "CurretStageLevel"); mContinueBtn = UITools.FindChild <Button>(mRootUI, "ContinueButton"); mBackMenuBtn = UITools.FindChild <Button>(mRootUI, "BackMenuButton"); mContinueBtn.onClick.AddListener(() => { mRootUI.SetActive(false); Time.timeScale = 1; }); mBackMenuBtn.onClick.AddListener(() => { if (mFacade.IsGameOver == false) { mFacade.IsGameOver = true; } Time.timeScale = 1; }); Hide(); }
private void InitCamp(EnemyType enemyType) { string gameObjectName = null; string name = ""; string icon = ""; float trainTime = 0f; switch (enemyType) { case EnemyType.Elf: gameObjectName = "CaptiveCamp_Elf"; name = "伏兵营"; icon = "CaptiveCamp"; trainTime = 3f; break; default: Debug.LogError("无法根据战士类型" + enemyType + "初始化兵营"); break; } GameObject gameObject = gameObject = GameObject.Find(gameObjectName); Vector3 position = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; CaptiveCamp camp = new CaptiveCamp(gameObject, name, icon, enemyType, position, trainTime); CampOnClick campOnClick = gameObject.AddComponent <CampOnClick>(); campOnClick.camp = camp; mCamptiveCamp.Add(enemyType, camp); }
private void Awake() { _instance = this; gameTrans = UnityTool.FindChild(gameObject, "Game").transform; lvInfoMgr = LevelInfoMgr.Instance; mapMaker = GetComponent <MapMaker>(); enemyBuilder = new EnemyBuilder(); towerBuilder = new TowerBuilder(); bullectBuilder = new BullectBuilder(); currentLevel = GameRoot.Instance.pickLevel; info = lvInfoMgr.levelInfoList[currentLevel]; //初始化地图 mapMaker.InitAllGrid(); mapMaker.LoadLevelMap(currentLevel); //获得关卡数据和回合数据 SetLevelData(info); level = new Level(info); level.HandleRound(); beginPos = level.roundInfoList[0].pathList[0]; EventCenter.Broadcast(EventType.SetStartPos, beginPos); isPause = true; EventCenter.AddListener <int>(EventType.UseItemInGame, UseItem); }
private void InitCamp(EnemyType enemyType) { GameObject gameObject = null; string gameObjectName = null; string name = ""; string icon = ""; Vector3 position = Vector3.zero; float trainTime = 0; switch (enemyType) { case EnemyType.Elf: gameObjectName = "CaptiveCamp_Elf"; name = "俘兵营"; icon = "CaptiveCamp"; trainTime = 3; break; default: Debug.LogError("无法根据敌人类型:" + enemyType + "初始化兵营"); break; } gameObject = GameObject.Find(gameObjectName); GameObject gameObjectPos = UnityTool.FindChild(gameObject, "TrainPoint"); if (gameObjectPos != null) { position = gameObjectPos.transform.position; gameObjectPos.SetActive(false); } CaptiveCamp camp = new CaptiveCamp(gameObject, name, icon, enemyType, position, trainTime); camp.IsCaptiveCamp = true; gameObject.AddComponent<CampOnClick>().Camp = camp;//添加点击组件 mCaptiveCamps.Add(enemyType, camp); }
//初始化俘兵营 private void InitCamp(EnemyType enemyType) { GameObject gameObject = null; string gameObjectName = null; string name = null; string iconSprite = null; Vector3 position = Vector3.zero; float trainTime = 0; switch (enemyType) { case EnemyType.Elf: gameObjectName = "CaptiveCamp_Elf"; name = "俘兵营"; iconSprite = "CaptiveCamp"; trainTime = 3; break; default: Debug.LogError("无法根据俘兵类型" + enemyType + "初始化兵营"); break; } gameObject = GameObject.Find(gameObjectName); position = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; CaptiveCamp camp = new CaptiveCamp(gameObject, name, iconSprite, enemyType, position, trainTime); //添加监听点击脚本 CampOnClick campOnClick = gameObject.AddComponent <CampOnClick>(); campOnClick.Camp = camp; mCaptiveCamps.Add(enemyType, camp); }
private void InitCamp(EnemyType enemyType) { GameObject gameObject = null; string gameObjectName = null; string name = null; string icon = null; Vector3 position = Vector3.zero; float trainTime = 0; switch (enemyType) { case EnemyType.Elf: gameObjectName = "CaptiveCamp_Elf"; name = "俘兵营"; icon = "CaptiveCamp"; trainTime = 3; break; default: Debug.Log("CampSystem InitCamp() " + enemyType + "can't solve"); break; } gameObjectName = "Camp/" + gameObjectName; gameObject = GameObject.Find(gameObjectName); position = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; CaptiveCamp camp = new CaptiveCamp(gameObject, name, icon, enemyType, position, trainTime); gameObject.AddComponent <CampMono>().OnInit(camp); captiveCamps.Add(enemyType, camp); }
void HitFrameTrigger(string str) { string[] ts = str.Split('_'); //for(int i = 0; i < ts.Length; i++) //{ // print(ts[i]); //} Transform tar = null; string str2 = ts[1] + "_" + ts[2]; //print(str2); switch (ts[0]) { case "behit": tar = hitPos.Find(str2); break; case "block": GameObject go = UnityTool.FindChild(gameObject, str2); tar = go.transform; break; } hitEffect.transform.position = tar.position; hitEffect.Play(); print(tar.name); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GameStateUI"); GameObject heart1 = UnityTool.FindChild(mRootUI, "Heart1"); GameObject heart2 = UnityTool.FindChild(mRootUI, "Heart2"); GameObject heart3 = UnityTool.FindChild(mRootUI, "Heart3"); mHearts = new List <GameObject>(); mHearts.Add(heart1); mHearts.Add(heart2); mHearts.Add(heart3); mSoldierCount = UITool.FindChild <Text>(mRootUI, "SoldierCount"); mEnemyCount = UITool.FindChild <Text>(mRootUI, "EnemyCount"); mCurrentStage = UITool.FindChild <Text>(mRootUI, "StageCount"); mPauseBtn = UITool.FindChild <Button>(mRootUI, "PauseBtn"); mGameOverUI = UnityTool.FindChild(mRootUI, "GameOver"); mBackMenuBtn = UITool.FindChild <Button>(mRootUI, "BackMenuBtn"); mMessage = UITool.FindChild <Text>(mRootUI, "Message"); mEnergySlider = UITool.FindChild <Slider>(mRootUI, "EnergySlider"); mEnergyText = UITool.FindChild <Text>(mRootUI, "EnergyText"); mMessage.text = ""; mGameOverUI.SetActive(false); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GameStateInfoUI"); GameObject heart1 = UnityTool.FindChild(mRootUI, "heart1"); GameObject heart2 = UnityTool.FindChild(mRootUI, "heart2"); GameObject heart3 = UnityTool.FindChild(mRootUI, "heart3"); mHearts = new List <GameObject>(); mHearts.Add(heart1); mHearts.Add(heart2); mHearts.Add(heart3); mSoldierNum = UITool.FindChild <Text>(mRootUI, "SoldierNum"); mEnemyNum = UITool.FindChild <Text>(mRootUI, "EnemyNum"); mStageNum = UITool.FindChild <Text>(mRootUI, "StageNum"); mBtnPause = UITool.FindChild <Button>(mRootUI, "BtnPause"); mEnergySlider = UITool.FindChild <Slider>(mRootUI, "EnergySlider"); mEnergyNum = UITool.FindChild <Text>(mRootUI, "EnergyNum"); mMessage = UITool.FindChild <Text>(mRootUI, "Message"); mGameOver = UnityTool.FindChild(mRootUI, "GameOver"); mBtnBackMain = UITool.FindChild <Button>(mGameOver, "BtnBackMain"); AddListeners(); mMessage.text = ""; mStageNum.text = mCurrentStageNum.ToString(); mGameOver.SetActive(false); }
public void OnInit(AbsCharacter _charater) { owner = _charater; GameObject parent = UnityTool.FindChild(_charater.CharacterGameObject, "weapon-point"); UnityTool.AttachGameObject(parent, gameObject); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "CampInfoUI"); mCampIcon = UITool.FindChild <Image>(mRootUI, "CampIcon"); mCampName = UITool.FindChild <Text>(mRootUI, "CampName"); mCampLevel = UITool.FindChild <Text>(mRootUI, "CampLv"); mWeaponLevel = UITool.FindChild <Text>(mRootUI, "WeaponLv"); mCampUpgradeBtn = UITool.FindChild <Button>(mRootUI, "CampUpgradeBtn"); mWeaponUpgradeBtn = UITool.FindChild <Button>(mRootUI, "WeaponUpgradeBtn"); mTrainBtn = UITool.FindChild <Button>(mRootUI, "TrainBtn"); mTrainBtnText = UITool.FindChild <Text>(mRootUI, "TrainCostText"); mCancelTrainBtn = UITool.FindChild <Button>(mRootUI, "CancelTrainBtn"); mAliveCount = UITool.FindChild <Text>(mRootUI, "AliveCount"); mTrainCount = UITool.FindChild <Text>(mRootUI, "TrainCount"); mTrainTime = UITool.FindChild <Text>(mRootUI, "TrainTime"); mTrainBtn.onClick.AddListener(OnTrainClick); mCancelTrainBtn.onClick.AddListener(OnCancelTrainClick); mCampUpgradeBtn.onClick.AddListener(OnCampUpgradeClick); mWeaponUpgradeBtn.onClick.AddListener(OnWeaponUpgradeClick); Hide(); }
public override void StateStart() { GameObject root = GameObject.Find("Login"); BtnPaly = UnityTool.FindChild(root, "BtnPlay").GetComponent <Button>(); BtnExit = UnityTool.FindChild(root, "BtnExit").GetComponent <Button>(); BtnPaly.onClick.AddListener(OnPlayClick); BtnExit.onClick.AddListener(OnExitClick); }
public static T FindChild <T>(GameObject parent, string childName) { GameObject uiGO = UnityTool.FindChild(parent, childName); if (uiGO == null) { return(default(T)); } return(uiGO.GetComponent <T>()); }
public static T FindChild <T>(GameObject parent, string childName) { GameObject uiGO = UnityTool.FindChild(parent, childName); if (uiGO == null) { Debug.LogError("UITool.FindChild<T>() : 在游戏物体" + parent.name + "下查找不到" + childName); return(default(T)); } return(uiGO.GetComponent <T>()); }
/// <summary> /// 得到某物体组件 /// </summary> /// <typeparam name="T"></typeparam> /// <param name="parent"></param> /// <param name="childName"></param> /// <returns></returns> public static T FindChild <T>(GameObject parent, string childName) where T : Component { GameObject uiGO = UnityTool.FindChild(parent, childName); if (uiGO == null) { Debug.LogError("在游戏物体下" + parent + "查找不到" + childName); return(default(T)); } return(uiGO.GetComponent <T>()); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GamePauseUI"); mCurrentStageLv = UITool.FindChild <Text>(mRootUI, "CurrentStageLv"); mContinueButton = UITool.FindChild <Button>(mRootUI, "ContinueButton"); mBackButton = UITool.FindChild <Button>(mRootUI, "BackButton"); Hide(); }
// 初始化兵营 private void InitCamp() { string campIcon_red = ""; GameObject go = UnityTool.FindChild(mMapParentGO, "RedCamp"); mRedCamp = new SoldierCamp(go, "RedCamp", campIcon_red, CampType.Red); string campIcon_blue = ""; go = UnityTool.FindChild(mMapParentGO, "BlueCamp"); mBlueCamp = new SoldierCamp(go, "BlueCamp", campIcon_blue, CampType.Blue); }
private ICamp mCamp; // 点击的兵营 public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "CampInfoUI"); mCampIcon = UITool.FindChild <Image>(mRootUI, "CampIcon"); mCampName = UITool.FindChild <Text>(mRootUI, "CampName"); Hide(); }
public override void Init() { base.Init(); lvInfoMgr = LevelInfoMgr.Instance; pauseBtn = Find <Button>("Btn_Pause"); startBtn = Find <Button>("Btn_Start"); Txt_TotalRound = Find <Text>("Txt_TotalRound"); Txt_NowRound = Find <Text>("Txt_NowRound"); Txt_Life = Find <Text>("Txt_Life"); Txt_Coin = Find <Text>("Txt_Coin"); enemyInfoPanel = UnityTool.FindChild(rootUI, "EnemyInfo"); towerInfoPanel = UnityTool.FindChild(rootUI, "TowerInfo"); Txt_EnemyName = UITool.FindChild <Text>(enemyInfoPanel, "Txt_Name"); Txt_TowerName = UITool.FindChild <Text>(towerInfoPanel, "Txt_Name"); Txt_NowLife = UITool.FindChild <Text>(enemyInfoPanel, "Txt_NowLife"); Txt_TotalLife = UITool.FindChild <Text>(enemyInfoPanel, "Txt_TotalLife"); Txt_Heart = UITool.FindChild <Text>(enemyInfoPanel, "Txt_Heart"); Txt_Def = UITool.FindChild <Text>(enemyInfoPanel, "Txt_Def"); Txt_Mdef = UITool.FindChild <Text>(enemyInfoPanel, "Txt_Mdef"); Txt_Speed = UITool.FindChild <Text>(enemyInfoPanel, "Txt_Speed"); Txt_Phy = UITool.FindChild <Text>(towerInfoPanel, "Txt_Phy"); Txt_Magic = UITool.FindChild <Text>(towerInfoPanel, "Txt_Magic"); Txt_CD = UITool.FindChild <Text>(towerInfoPanel, "Txt_CD"); Txt_Range = UITool.FindChild <Text>(towerInfoPanel, "Txt_Range"); Btn_Bag = Find <Button>("Btn_Bag"); Bag_BG = Find <Transform>("Bag_BG").gameObject; ItemContent = UITool.FindChild <Transform>(Bag_BG, "ItemContent"); Bag_BG.SetActive(false); enemyInfoPanel.SetActive(false); towerInfoPanel.SetActive(false); EventCenter.AddListener <int>(EventType.Play_CoinUpdate, SetCoinNum); EventCenter.AddListener <int>(EventType.Play_LifeUpdate, SetLifeNum); EventCenter.AddListener <int>(EventType.Play_NowRoundUpdate, SetNowRound); EventCenter.AddListener(EventType.RestartGame, RestartGame); EventCenter.AddListener <GridPoint>(EventType.HandleGrid, HandleGrid); EventCenter.AddListener <BaseEnemy>(EventType.HandleEnemy, HandleEnemy); EventCenter.AddListener <Vector3>(EventType.SetStartPos, SetStartBtnPos); EventCenter.AddListener(EventType.LeaveGameScene, RestartGame); pauseBtn.onClick.AddListener(OnPauseClick); startBtn.onClick.AddListener(OnStartClick); startBtn.gameObject.SetActive(false); Btn_Bag.onClick.AddListener(OnBtnBGClick); itemBtnList = new List <ItemHoldBtn>(); SetItemHoldBtn(); }
private void InitCamp(SoldierType soldierType) { GameObject GO; string GOName = ""; string name = ""; string icon = ""; Vector3 position = Vector3.zero; float trainTime = 5; switch (soldierType) { case SoldierType.Rookie: GOName = "SoldierCamp_Rookie"; name = "新手兵营"; icon = "RookieCamp"; trainTime = 3; break; case SoldierType.Sergeant: GOName = "SoldierCamp_Sergeant"; name = "中士兵营"; icon = "SergeantCamp"; trainTime = 4; break; case SoldierType.Captain: GOName = "SoldierCamp_Captain"; name = "上尉兵营"; icon = "CaptainCamp"; trainTime = 5; break; default: Debug.LogError("无法根据战士类型:" + soldierType + "初始化兵营。"); break; } GO = GameObject.Find(GOName); position = UnityTool.FindChild(GO, "TrainPoint").transform.position; SoldierCamp soldierCamp = new SoldierCamp(GO, name, icon, soldierType, position, trainTime); //CampOnClick campOnclick = GO.AddComponent<CampOnClick>(); //campOnclick.camp = soldierCamp; GO.AddComponent <CampOnClick>().camp = soldierCamp; mSoldierCamps.Add(soldierType, soldierCamp); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GameStateInfoUI"); mPauseUI = UnityTool.FindChild(canvas, "GamePauseUI"); GameObject heart1 = UnityTool.FindChild(mRootUI, "Heart1"); GameObject heart2 = UnityTool.FindChild(mRootUI, "Heart2"); GameObject heart3 = UnityTool.FindChild(mRootUI, "Heart3"); mHearts.Add(heart1); mHearts.Add(heart2); mHearts.Add(heart3); mSoldierCount = UITools.FindChild <Text>(mRootUI, "SoldierCount"); mEnemyCount = UITools.FindChild <Text>(mRootUI, "EnemyCount"); mCurretStage = UITools.FindChild <Text>(mRootUI, "StageCount"); mPauseBtn = UITools.FindChild <Button>(mRootUI, "PauseButton"); mBackMenuBtn = UITools.FindChild <Button>(mRootUI, "BackMenuButton"); mGameOverUI = UnityTool.FindChild(mRootUI, "GameOver"); mMessage = UITools.FindChild <Text>(mRootUI, "Message"); mEnergySlider = UITools.FindChild <Slider>(mRootUI, "EnergySlider"); mEnergyText = UITools.FindChild <Text>(mRootUI, "EnergyText"); mMessage.text = ""; mGameOverUI.SetActive(false); //注册观察者 mFacade.RegisterObserver(GameEventType.EnemyEscaped, new EnemyEscapedObserverGameStateInfoUI(this)); //暂停按钮监听事件 mPauseBtn.onClick.AddListener(() => { mPauseUI.SetActive(true); Time.timeScale = 0; }); //游戏结束返回菜单按钮监听事件 mBackMenuBtn.onClick.AddListener(() => { if (mFacade.IsGameOver == false) { mFacade.IsGameOver = true; } Time.timeScale = 1; }); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GamePauseUI"); mCurrentStageLv = UITool.FindChild <Text>(mRootUI, "CurrentStageLv"); mContinueBtn = UITool.FindChild <Button>(mRootUI, "ContinueBtn"); mBackMenueBtn = UITool.FindChild <Button>(mRootUI, "BackMenueBtn"); mContinueBtn.onClick.AddListener(OnContinueClick); mBackMenueBtn.onClick.AddListener(OnBackMenueClick); Hide(); }
public override void Init() { base.Init(); // 获取Canvas 在Canvas获取暂停UI GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GamePauseUI"); currentStageLv = UITool.FindChild <Text>(mRootUI, "CurrentStageLv"); continueBtn = UITool.FindChild <Button>(mRootUI, "ContinueBtn"); backMenuBtn = UITool.FindChild <Button>(mRootUI, "BackMenuBtn"); Hide(); }
private Button mBtnBackMain; //返回主页 public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "GamePauseUI"); mCurrentStageNum = UITool.FindChild <Text>(mRootUI, "CurrentStageNum"); mBtnContinue = UITool.FindChild <Button>(mRootUI, "BtnContinue"); mBtnBackMain = UITool.FindChild <Button>(mRootUI, "BtnBackMain"); AddListeners(); Hide(); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "SoldierInfoUI"); mSoldierIcon = UITool.FindChild <Image>(mRootUI, "SoldierIcon"); mSoldierName = UITool.FindChild <Text>(mRootUI, "SoldierName"); mHPNumber = UITool.FindChild <Text>(mRootUI, "HPNumber"); mHPSlider = UITool.FindChild <Slider>(mRootUI, "HPSlider"); mLevel = UITool.FindChild <Text>(mRootUI, "Level"); mAtk = UITool.FindChild <Text>(mRootUI, "Atk"); mAtkRange = UITool.FindChild <Text>(mRootUI, "AtkRange"); mMoveSpeed = UITool.FindChild <Text>(mRootUI, "MoveSpeed"); Hide(); }
/// <summary> /// 初始化兵营 /// </summary> /// <param name="soldierType"></param> private void InitCamp(SoldierType soldierType) { GameObject gameObject = null; string gameObjectName = null; string name =""; string icon = ""; Vector3 position = Vector3.zero; float trainTime = 0; switch (soldierType) { case SoldierType.Rookie: gameObjectName = "SoldierCamp_Rookie"; name = "新手兵营"; icon = "RookieCamp"; trainTime = 3; break; case SoldierType.Sergeant: gameObjectName = "SoldierCamp_Sergeant"; name = "中士兵营"; icon = "SergeantCamp"; trainTime = 4; break; case SoldierType.Captain: gameObjectName = "SoldierCamp_Captain"; name = "上尉兵营"; icon = "CaptainCamp"; trainTime = 5; break; default: Debug.LogError("无法根据战士类型:"+soldierType+"创建兵营"); break; } gameObject = GameObject.Find(gameObjectName); GameObject gameObjectPos = UnityTool.FindChild(gameObject, "TrainPoint"); if(gameObjectPos!=null) { position = gameObjectPos.transform.position; gameObjectPos.SetActive(false); } SoldierCamp camp = new SoldierCamp(gameObject, name, icon, soldierType, position,trainTime); gameObject.AddComponent<CampOnClick>().Camp=camp;//添加点击组件 mSoldierCamps.Add(soldierType, camp); }
private void InitCamp(SoldierType soldierType) { GameObject gameObject = null; string gameObjectName = null; string name = null; string iconSprite = null; Vector3 position = Vector3.zero; float trainTime = 0; switch (soldierType) { case SoldierType.Rookie: gameObjectName = "SoldierCamp_Rookie"; name = "新手兵营"; iconSprite = "RookieCamp"; trainTime = 3; break; case SoldierType.Sergeant: gameObjectName = "SoldierCamp_Sergeant"; name = "中士兵营"; iconSprite = "SergeantCamp"; trainTime = 4; break; case SoldierType.Captain: gameObjectName = "SoldierCamp_Captain"; name = "上尉兵营"; iconSprite = "CaptainCamp"; trainTime = 5; break; default: Debug.LogError("无法根据战士类型" + soldierType + "初始化兵营"); break; } gameObject = GameObject.Find(gameObjectName); position = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; SoldierCamp camp = new SoldierCamp(gameObject, name, iconSprite, soldierType, position, trainTime); //添加监听点击脚本 CampOnClick campOnClick = gameObject.AddComponent <CampOnClick>(); campOnClick.Camp = camp; mSoldierCamps.Add(soldierType, camp); }
public override void Init() { base.Init(); GameObject canvas = GameObject.Find("Canvas"); mRootUI = UnityTool.FindChild(canvas, "SoldierInfoUI"); mSoldierIcon = UITool.FindChild <Image>(mRootUI, "SoldierIcon"); mSoldierName = UITool.FindChild <Image>(mRootUI, "SoldierName"); mHPText = UITool.FindChild <Text>(mRootUI, "hp"); mHPSlider = UITool.FindChild <Slider>(mRootUI, "hpSlider"); mLv = UITool.FindChild <Text>(mRootUI, "lv"); mAtk = UITool.FindChild <Text>(mRootUI, "atk"); mAtkRange = UITool.FindChild <Text>(mRootUI, "range"); mMoveSpeed = UITool.FindChild <Text>(mRootUI, "speed"); Hide(); }
private void InitCamp(SoldierType type) { GameObject gameObject = null; string gameObejctName = ""; string name = ""; string icon = ""; Vector3 pos = Vector3.zero; float trainTime = 0; switch (type) { case SoldierType.Rookie: gameObejctName = "SoldierCamp_Rookie"; name = "新手"; icon = "RookieCamp"; trainTime = 3; break; case SoldierType.Sergeant: gameObejctName = "SoldierCamp_Sergeant"; name = "中士"; icon = "SergeantCamp"; trainTime = 4; break; case SoldierType.Captain: gameObejctName = "SoldierCamp_Captain"; name = "上尉"; icon = "CaptainCamp"; trainTime = 5; break; default: break; } gameObject = GameObject.Find(gameObejctName); pos = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; SoldierCamp camp = new SoldierCamp(gameObject, name, icon, type, pos, trainTime); gameObject.AddComponent <CampClick>().Camp = camp; mSoldierCamps.Add(type, camp); }
private void InitCamp(SoldierType soldierType) { GameObject gameObject = null; string gameObjectName = null; string name = null; string icon = null; Vector3 position = Vector3.zero; float trainTime = 0; switch (soldierType) { case SoldierType.Rookie: gameObjectName = "SoldierCamp_Rookie"; name = "新手兵营"; icon = "RookieCamp"; trainTime = 3; break; case SoldierType.Sergeant: gameObjectName = "SoldierCamp_Sergeant"; name = "中士兵营"; icon = "SergeantCamp"; trainTime = 4; break; case SoldierType.Captain: gameObjectName = "SoldierCamp_Captain"; name = "上尉兵营"; icon = "CaptainCamp"; trainTime = 5; break; default: Debug.Log("CampSystem InitCamp() " + soldierType + "can't solve"); break; } gameObjectName = "Camp/" + gameObjectName; gameObject = GameObject.Find(gameObjectName); position = UnityTool.FindChild(gameObject, "TrainPoint").transform.position; SoldierCamp camp = new SoldierCamp(gameObject, name, icon, soldierType, position, trainTime); gameObject.AddComponent <CampMono>().OnInit(camp); soldierCamps.Add(soldierType, camp); }