示例#1
0
 public void RemoveQuakeUnit(AtQuakeUnit.Stock effectQuakeStock)
 {
     for (int i = 0; i < m_lstEffectAtQuakes.Count; i++)
     {
         AtQuakeUnit.Stock quakeStock = m_lstEffectAtQuakes[i];
         if (quakeStock.Name == effectQuakeStock.Name)
         {
             m_lstEffectAtQuakes.Remove(quakeStock);
             return;
         }
     }
 }
示例#2
0
 private void ProcessQuakeUnit()
 {
     m_quake = Vector3.zero;
     for (int i = 0; i < m_lstEffectAtQuakes.Count; i++)
     {
         AtQuakeUnit.Stock effectAtQuakeStock = m_lstEffectAtQuakes[i];
         if (effectAtQuakeStock.Power > 0)
         {
             m_quake += effectAtQuakeStock.Direction * effectAtQuakeStock.Power;
         }
     }
 }
示例#3
0
 public void SetQuakeUnit(AtQuakeUnit.Stock effectQuakeStock)
 {
     for (int i = 0; i < m_lstEffectAtQuakes.Count; i++)
     {
         AtQuakeUnit.Stock quakeStock = m_lstEffectAtQuakes[i];
         if (quakeStock.Name == effectQuakeStock.Name)
         {
             return;
         }
     }
     m_lstEffectAtQuakes.Add(effectQuakeStock);
 }