示例#1
0
 static int DeleteUnit(IntPtr L)
 {
     try
     {
         ToLua.CheckArgsCount(L, 1);
         VOBase arg0 = (VOBase)ToLua.CheckObject(L, 1, typeof(VOBase));
         FightUnitFactory.DeleteUnit(arg0);
         return(0);
     }
     catch (Exception e)
     {
         return(LuaDLL.toluaL_exception(L, e));
     }
 }
示例#2
0
    public override void DoBeforeEntering(SoldierFSMSystem fsm)
    {
        base.DoBeforeEntering(fsm);

        // 释放死亡时技能
        var allData = fsm.Display.ClusterData.AllData;

        var memberType = FightManager.MemberType.Soldier;

        // 判断死亡单位类型
        switch (allData.MemberData.ArmyType)
        {
        // 人族
        case Utils.HumanArmyType:
        // 兽族
        case Utils.OrcArmyType:
        // 机械
        case Utils.MechanicArmyType:

            break;

        // 基地
        case Utils.BaseArmyType:
        {
            // 一方胜利
            Debug.Log("一方基地被摧毁,战斗结束.");
            memberType = FightManager.MemberType.Base;
            // 向外层抛出失败事件
            FightManager.Single.DoEndGameAction(allData.MemberData.Camp);
        }
        break;

        // 防御塔
        case Utils.TurretArmyType:
        {
            Debug.Log("一方防御塔被摧毁,可拖兵范围变更.");
            memberType = FightManager.MemberType.Turret;
        }
        break;
        }

        // 向外层抛出单位死亡事件
        FightManager.Single.DoMemberDeadAction(fsm.Display.GameObj, allData.MemberData.Camp, memberType);

        // 死亡时检测技能
        if (allData.SkillInfoList != null)
        {
            // 抛出死亡事件
            SkillManager.Single.SetTriggerData(new TriggerData()
            {
                ReleaseMember = fsm.Display,
                ReceiveMember = fsm.Display,
                TypeLevel1    = TriggerLevel1.Fight,
                TypeLevel2    = TriggerLevel2.Death
            });
        }
        // 统计死亡数量
        FightDataStatistical.Single.AddBeKillCount("" + allData.MemberData.ObjID.ID, 1, allData.MemberData.Camp, allData.MemberData.ArmyType, allData.MemberData.GeneralType);
        // 清除费用统计
        FightDataStatistical.Single.DelCostData(allData.ArmyTypeData);
        // 删除单位
        //DisplayerManager.Single.DelDisplay(fsm.Display);
        FightUnitFactory.DeleteUnit(fsm.Display.ClusterData.AllData.MemberData);
    }