public void GoldBomeCoinEffect(float per) { int loss = (int)(CmCarbon.DefenderInfo.Coin * per); CmCarbon.SetAddWinGold(loss); sdata.s_resourcedropInfo Info = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Gold, loss); if (Info != null) { int num = Info.num1; GoldCoinEffect(num, loss); } }
public override void Hit(int damage) { SetAnimator(Build_AnimatorState.Hit20000); if (damage < 0) { SoundPlay.Play("coin_hit", false, false); SpawnJinkuHit(); int loss = CalcSubGold(-damage); CmCarbon.SetAddWinGold(loss); SetAnimator(Build_AnimatorState.Hit20000); sdata.s_resourcedropInfo Info = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Gold, loss); if (Info != null) { int num = Info.num1; GoldCoinEffect(num, loss); } } //base.Hit(damage); }
public static void Drop(ResourceType t, int count, Vector3 pos) { if (t == ResourceType.Wood) { int num1 = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Wood, count).num1; int num2 = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Wood, count).num2; int num3 = ConfigM.GetBuildSourceDropIRow((int)ResourceType.Wood, count).num3; int units = num1 + num2 * 3 + num3 * 9; int unitcount = (int)count / units; DropResourceEffect("Wood1", t, num1, unitcount * num1 + count - units * unitcount, pos); DropResourceEffect("Wood2", t, num2, unitcount * num2 * 3, pos); DropResourceEffect("Wood3", t, num3, unitcount * num3 * 9, pos); } else if (t == ResourceType.Stone) { } else if (t == ResourceType.Steel) { } }