public void AddEmbateBornList()
    {
        Embattling tEmb = transform.GetComponent <Embattling>();

        tEmb.MPosCube = mPosAsset;
        for (int i = 0; i < mBattleSceneConfig.getAttackPosXCount(); i++)
        {
            BornPosInfor tBorPos = new BornPosInfor();
            tBorPos.mBornPos = SetPosition(mBattleSceneConfig.GetAttackPosXbyIndex(i), mBattleSceneConfig.GetAttackPosZbyIndex(i));
            if (i < mCampRedSquadList.Count)
            {
                tBorPos.mSquadID = mCampRedSquadList[i].GetComponent <SquadController>().GetSquadData().GetID();
            }
            GameObject tCube = Instantiate(mPosAsset, tBorPos.mBornPos, Quaternion.LookRotation(Vector3.forward, Vector3.up)) as GameObject;
            tBorPos.mPosInstance = tCube.transform;
            tEmb.mBornInforList.Add(tBorPos);
        }

        //for (int i = 0; i < mBattleSceneConfig.getDefencePosXCount(); i++)
        //{
        //    tBorPos.mBornPos = SetPosition(mBattleSceneConfig.GetDefencePosXbyIndex(i), mBattleSceneConfig.GetDefencePosZbyIndex(i));
        //    if (i < mCampBlueSquadList.Count)
        //    {
        //        tBorPos.mSquadID = mCampBlueSquadList[i].GetComponent<SquadController>().GetSquadData().GetID();
        //    }
        //    tEmb.AddBornList(tBorPos);
        //}
    }
示例#2
0
    public void AddEmbateBornList()
    {
        mEmb.MPosCube = mPosAsset;
        if (mCurrentCamp == SquadCamp.CampRed)
        {
            for (int i = 0; i < mBattleSceneConfig.getAttackPosXCount(); i++)
            {
                BornPosInfor tBorPos = new BornPosInfor();
                tBorPos.mBornPos = BattleFunction.SetPosition(mBattleSceneConfig.GetAttackPosXbyIndex(i) * BattleFunction.mDenominator, mBattleSceneConfig.GetAttackPosZbyIndex(i) * BattleFunction.mDenominator);
                foreach (var item in mSquadDataList)
                {
                    if (item.GetSquadCamp() == SquadCamp.CampRed)
                    {
                        if (item.GetBornPosionIndex() == i)
                        {
                            tBorPos.mSquadID = item.GetID();
                            tBorPos.mPosCamp = SquadCamp.CampRed;
//                          tBorPos.mArrangeindex = item.GetBornPosionIndex();
                        }
                    }
                }
                GameObject tCube = Instantiate(mPosAsset, tBorPos.mBornPos, Quaternion.LookRotation(Vector3.forward, Vector3.up)) as GameObject;
                tBorPos.mPosInstance = tCube.transform;
                mEmb.mBornInforList.Add(tBorPos);
            }
        }
        if (mCurrentCamp == SquadCamp.CampBlue)
        {
            for (int i = 0; i < mBattleSceneConfig.getDefencePosXCount(); i++)
            {
                BornPosInfor tBorPos = new BornPosInfor();
                tBorPos.mBornPos = BattleFunction.SetPosition(mBattleSceneConfig.GetDefencePosXbyIndex(i) * BattleFunction.mDenominator, mBattleSceneConfig.GetDefencePosZbyIndex(i) * BattleFunction.mDenominator);
                foreach (var item in mSquadDataList)
                {
                    if (item.GetSquadCamp() == SquadCamp.CampBlue)
                    {
                        if (item.GetBornPosionIndex() == i)
                        {
                            tBorPos.mSquadID = item.GetID();
                            tBorPos.mPosCamp = SquadCamp.CampBlue;
//                          tBorPos.mArrangeindex = item.GetBornPosionIndex();
                        }
                    }
                }
                GameObject tCube = Instantiate(mPosAsset, tBorPos.mBornPos, Quaternion.LookRotation(Vector3.forward, Vector3.up)) as GameObject;
                tBorPos.mPosInstance = tCube.transform;
                mEmb.mBornInforList.Add(tBorPos);
            }
        }
    }
    // change the position of the Squad in the Embattling
    void ReSetPosition(object param)
    {
        BornPosInfor tBorPos = (BornPosInfor)param;

        if (tBorPos.mSquadID != mSquadData.GetID() || tBorPos.mSquadID == -1)
        {
            return;
        }

//      UnitMarching(tBorPos.mBornPos);

        transform.position      = tBorPos.mBornPos;
        mRichAI.target.position = tBorPos.mBornPos;

        FormationStrategy();

        for (int i = 0; i < mUnitTransformList.Count; i++)
        {
            mUnitTransformList[i].GetComponent <UnitController>().EmbattingSetPos(tBorPos.mBornPos);
        }
    }