// 取得场景中的俘兵营 private CaptiveCamp CaptiveCampFactory(ENUM_Enemy emEnemy) { string GameObjectName = "CaptiveCamp_"; float CoolDown = 0; string CampName = ""; string IconSprite = ""; switch (emEnemy) { case ENUM_Enemy.Elf: GameObjectName += "Elf"; CoolDown = 3; CampName = "精灵俘兵营"; IconSprite = "CaptiveCamp"; break; default: Debug.Log("沒有指定[" + emEnemy + "]要取得的场景物件名称"); break; } // 取得物件 GameObject theGameObject = UnityTool.FindGameObject(GameObjectName); // 取得集合点 Vector3 TrainPoint = GetTrainPoint(GameObjectName); // 产生兵营 CaptiveCamp NewCamp = new CaptiveCamp(theGameObject, emEnemy, CampName, IconSprite, CoolDown, TrainPoint); NewCamp.SetPBaseDefenseGame(m_PBDGame); // 设定兵营使用的Script AddCampScript(theGameObject, NewCamp); // 先隱藏 NewCamp.SetVisible(false); // 回传 return(NewCamp); }
// 取得場景中的俘兵營 private CaptiveCamp CaptiveCampFactory( ENUM_Enemy emEnemy ) { string GameObjectName = "CaptiveCamp_"; float CoolDown = 0; string CampName = ""; string IconSprite = ""; switch( emEnemy ) { case ENUM_Enemy.Elf : GameObjectName += "Elf"; CoolDown = 3; CampName = "精靈俘兵營"; IconSprite = "CaptiveCamp"; break; default: Debug.Log("沒有指定["+emEnemy+"]要取得的場景物件名稱"); break; } // 取得物件 GameObject theGameObject = UnityTool.FindGameObject( GameObjectName ); // 取得集合點 Vector3 TrainPoint = GetTrainPoint( GameObjectName ); // 產生兵營 CaptiveCamp NewCamp = new CaptiveCamp(theGameObject, emEnemy, CampName, IconSprite, CoolDown, TrainPoint); NewCamp.SetPBaseDefenseGame( m_PBDGame ); // 設定兵營使用的Script AddCampScript( theGameObject, NewCamp); // 先隱藏 NewCamp.SetVisible(false); // 回傳 return NewCamp; }