// 显示信息 public void ShowInfo(ISoldier Soldier) { //Debug.Log("显示Soldier信息"); m_Soldier = Soldier; if (m_Soldier == null || m_Soldier.IsKilled()) { Hide(); return; } Show(); // 显示Soldier信息 // Icon IAssetFactory Factory = PBDFactory.GetAssetFactory(); m_Icon.sprite = Factory.LoadSprite(m_Soldier.GetIconSpriteName()); // 名称 m_NameTxt.text = m_Soldier.GetName(); // 等级 m_LvTxt.text = string.Format("等级:{0}", m_Soldier.GetSoldierValue().GetSoldierLv()); // Atk m_AtkTxt.text = string.Format("攻击力:{0}", m_Soldier.GetWeapon().GetAtkValue()); // Atk距离 m_AtkRangeTxt.text = string.Format("攻击距离:{0}", m_Soldier.GetWeapon().GetAtkRange()); // Speed m_SpeedTxt.text = string.Format("移动速度:{0}", m_Soldier.GetSoldierValue().GetMoveSpeed());; // 更新HP信息 RefreshHPInfo(); }
// 显示信息 public void ShowInfo(ICamp Camp) { //Debug.Log("显示兵营信息"); Show(); m_Camp = Camp; // 名称 m_CampNameTxt.text = m_Camp.GetName(); // 训练花费 m_TrainCostText.text = string.Format("AP:{0}", m_Camp.GetTrainCost()); // 训练中信息 ShowOnTrainInfo(); // Icon IAssetFactory Factory = PBDFactory.GetAssetFactory(); m_CampImage.sprite = Factory.LoadSprite(m_Camp.GetIconSpriteName()); // 升級功能 if (m_Camp.GetLevel() <= 0) { EnableLevelInfo(false); } else { EnableLevelInfo(true); m_CampLvTxt.text = string.Format("等级:" + m_Camp.GetLevel()); ShowWeaponLv(); // 显示武器等级 } }
// 建立武器 public override IWeapon CreateWeapon(ENUM_Weapon emWeapon) { IWeapon pWeapon = null; string AssetName = ""; int AttrID = 0; //根据武器类型建立 switch (emWeapon) { case ENUM_Weapon.Knife: pWeapon = new WeaponKnife(); AssetName = "5"; AttrID = 1; break; default: Debug.LogWarning("创建[" + emWeapon + "]失败!!!"); return(null); } // 加载武器资源 IAssetFactory AssetFactory = GameFactory.GetAssetFactory(); Sprite WeaponGameObjet = AssetFactory.LoadWeapon(AssetName); pWeapon.SetIWeapon(WeaponGameObjet); // 设置武器的威力 IAttrFactory theAttrFactory = GameFactory.GetAttrFactory(); WeaponAttr theWeaponAttr = theAttrFactory.GetWeaponAttr(AttrID); pWeapon.SetWeaponAttr(theWeaponAttr); return(pWeapon); }
public void ShowInfo(ICamp Camp) { Show(); m_Camp = Camp; // 名称 m_CampNameTxt.text = m_Camp.GetName(); // 训练花费 m_TrainCostTxt.text = string.Format("AP:{0}", m_Camp.GetTrainCost()); // 训练中信息 ShowOnTrainInfo(); // Icon IAssetFactory Factory = RTSFactory.GetAssetFactory(); m_CampImage.sprite = Factory.LoadSprite(m_Camp.GetIconSpriteName()); // 升级功能 if (m_Camp.GetLevel() <= 0) { EnableLevelInfo(false); } else { EnableLevelInfo(true); m_CampLvTxt.text = string.Format("等级:" + m_Camp.GetLevel()); m_WeaponLvTxt.text = string.Format("武器等级:" + m_Camp.GetWeaponLevel()); } }
// 顯示資訊 public void ShowInfo(ISoldier Soldier) { //Debug.Log("顯示Soldier資訊"); m_Soldier = Soldier; if (m_Soldier == null || m_Soldier.IsKilled()) { Hide(); return; } Show(); // 顯示Soldier資訊 // Icon IAssetFactory Factory = PBDFactory.GetAssetFactory(); m_Icon.sprite = Factory.LoadSprite(m_Soldier.GetIconSpriteName()); // 名稱 m_NameTxt.text = m_Soldier.GetName(); // 等級 m_LvTxt.text = string.Format("等級:{0}", m_Soldier.GetSoldierValue().GetSoldierLv()); // Atk m_AtkTxt.text = string.Format("攻擊力:{0}", m_Soldier.GetWeapon().GetAtkValue()); // Atk距離 m_AtkRangeTxt.text = string.Format("攻擊距離:{0}", m_Soldier.GetWeapon().GetAtkRange()); // Speed m_SpeedTxt.text = string.Format("移動速度:{0}", m_Soldier.GetSoldierValue().GetMoveSpeed());; // 更新HP資訊 RefreshHPInfo(); }
/// <summary> /// 创建资源工厂 /// </summary> /// <returns></returns> public static IAssetFactory GetAssetFactory() { if (AssetFactory == null) { AssetFactory = new AssetFactory(); } return(AssetFactory); }
public static IAssetFactory getAssetFactory() { if (m_assetFactory == null) { m_assetFactory = new ResourceAssetFactory(); } return(m_assetFactory); }
public Broker(IAssetFactory factory, IMarket market, IOManager consoleManager, IPrinterManager printerManager, IUserSession userSession) { this.Factory = factory; this.MarketProp = market; ConsoleManager = consoleManager; PrinterManager = printerManager; UserSession = userSession; }
public override void LoadAsset(int GameObjectID) { IAssetFactory AssetFactory = RTSFactory.GetAssetFactory(); GameObject EnemyGameObject = AssetFactory.LoadEnemy(m_BuildParam.NewCharacter.GetAssetName()); EnemyGameObject.transform.position = m_BuildParam.SpawnPosition; EnemyGameObject.name = string.Format("Enemy[{0}]", GameObjectID); m_BuildParam.NewCharacter.SetGameObject(EnemyGameObject); }
// 载入Asset中的角色模型 public override void LoadAsset(int GameObjectID) { IAssetFactory AssetFactory = PBDFactory.GetAssetFactory(); GameObject SoldierGameObject = AssetFactory.LoadSoldier(m_BuildParam.NewCharacter.GetAssetName()); SoldierGameObject.transform.position = m_BuildParam.SpawnPosition; SoldierGameObject.gameObject.name = string.Format("Soldier[{0}]", GameObjectID); m_BuildParam.NewCharacter.SetGameObject(SoldierGameObject); }
public static IAssetFactory GetAssetFactory() { if (_assetFactory == null) { _assetFactory = new ResourcesProxyFactory(); } return(_assetFactory); }
public static IAssetFactory GetAssetFactory() { if (m_AssetFactory == null) { if (m_bLoadFromResource) { m_AssetFactory = new ResourceAssetProxyFactory(); } } return(m_AssetFactory); }
/// <summary> /// 建造兵营 /// </summary> public void CreatBuding(string name) { if (campNow != null) { return; } IAssetFactory factory = PBDGFactory.GetAssetFactory(); campNow = factory.CreatBuding(name); // m_PBDGame.Add(campNow, "建筑物"); }
/// <summary> /// 播放音效 /// </summary> /// <param name="ClipName"></param> public void PlaySound(string ClipName) { // 取得音效 IAssetFactory Factory = GameFactory.GetAssetFactory(); AudioClip theClip = Factory.LoadAudioClip(ClipName); if (theClip == null) { return; } }
// 播放音效 public void playSound(string ClipName) { IAssetFactory factory = FactoryManager.getAssetFactory(); AudioClip theClip = factory.loadAudioClip(ClipName); if (theClip == null) { return; } m_audio.clip = theClip; m_audio.Play(); }
// 取得將Unity Asset實作化的工廠 public static IAssetFactory GetAssetFactory() { if( m_AssetFactory == null) { if( m_bLoadFromResource) //m_AssetFactory = new ResourceAssetFactory(); m_AssetFactory = new ResourceAssetProxyFactory(); else m_AssetFactory = new RemoteAssetFactory(); } return m_AssetFactory; }
// 播放音效 public void PlaySound(string ClipName) { // 取得音效 IAssetFactory Factory = PBDFactory.GetAssetFactory(); AudioClip theClip = Factory.LoadAudioClip(ClipName); if (theClip == null) { return; } m_Audio.clip = theClip; m_Audio.Play(); }
// 播放特效 public void playEffect(string EffectName) { // 取得特效 IAssetFactory factory = FactoryManager.getAssetFactory(); GameObject effectObj = factory.loadEffect(EffectName); if (effectObj == null) { return; } // 将特效附加到当前角色对象 UnityTool.attach(m_gameObject, effectObj, Vector3.zero); }
/// <summary> /// 播放特效 /// </summary> /// <param name="EffectName"></param> public void PlayEffect(string EffectName) { // 取得特效 IAssetFactory Factory = GameFactory.GetAssetFactory(); GameObject EffectObj = Factory.LoadEffect(EffectName); if (EffectObj == null) { return; } //附加到游戏物体上 UnityTool.Attach(m_GameObject, EffectObj, Vector3.zero); }
public static IAssetFactory GetAssetFactory() { if (m_assetFactory == null) { if (m_bLoadFromResource) { m_assetFactory = new ResourceAssetFactory(); } else { m_assetFactory = new RemoveAssetFactory(); } } return(m_assetFactory); }
// 建立武器 public override IWeapon CreateWeapon(ENUM_Weapon emWeapon) { IWeapon pWeapon = null; string AssetName = ""; // Unity模型名称 int AttrID = 0; // 武器的能力值 // 依武器 switch (emWeapon) { case ENUM_Weapon.Gun: pWeapon = new WeaponGun(); AssetName = "WeaponGun"; AttrID = 1; break; case ENUM_Weapon.Rifle: pWeapon = new WeaponRifle(); AssetName = "WeaponRifle"; AttrID = 2; break; case ENUM_Weapon.Rocket: pWeapon = new WeaponRocket(); AssetName = "WeaponRocket"; AttrID = 3; break; default: Debug.LogWarning("CreateWeapon:无法建立[" + emWeapon + "]"); return(null); } // 产生Asset IAssetFactory AssetFactory = PBDFactory.GetAssetFactory(); GameObject WeaponGameObjet = AssetFactory.LoadWeapon(AssetName); pWeapon.SetGameObject(WeaponGameObjet); // 取得武器的威力 IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory(); WeaponAttr theWeaponAttr = theAttrFactory.GetWeaponAttr(AttrID); // 设定武器的威力 pWeapon.SetWeaponAttr(theWeaponAttr); return(pWeapon); }
public IAssetFactory<Asset> GetFactory() { if (factory != null) return factory; if (FactoryTypeName != null) { factory = AssetRegistry.GetAssetFactory(FactoryTypeName); } else { var assetType = GetAssetType(); var factoryType = typeof(DefaultAssetFactory<>).MakeGenericType(assetType); factory = (IAssetFactory<Asset>)Activator.CreateInstance(factoryType); } return factory; }
public override void LoadAsset() { IAssetFactory Factory = PBDGFactory.GetAssetFactory(); GameObject soliderGameObject = Factory.CreatSolider("prefab", m_buildParam.AssetName); soliderGameObject.transform.position = m_buildParam.Position; soliderGameObject.gameObject.name = "Soldier"; m_buildParam.NewBuding.SetGameObject(soliderGameObject); if (m_pBDG != null) { m_pBDG.AddSolider(m_buildParam.NewBuding as ISolider); m_pBDG.Add(soliderGameObject, "工兵"); } }
// 顯示音效 protected void ShowSoundEffect(string ClipName) { if (m_Audio == null) { return; } // 取得音效 IAssetFactory Factory = PBDFactory.GetAssetFactory(); AudioClip theClip = Factory.LoadAudioClip(ClipName); if (theClip == null) { return; } m_Audio.clip = theClip; m_Audio.Play(); }
public IAssetFactory <Asset> GetFactory() { if (factory != null) { return(factory); } if (FactoryTypeName != null) { factory = AssetRegistry.GetAssetFactory(FactoryTypeName); } else { var assetType = GetAssetType(); var factoryType = typeof(DefaultAssetFactory <>).MakeGenericType(assetType); factory = (IAssetFactory <Asset>)Activator.CreateInstance(factoryType); } return(factory); }
public AssetManager( IAssetStorageProvider assetStoragePRovider, IRepository <AssetRecord> assetRepository, IContentManager contentManager, IClock clock, IMimeTypeProvider mimeTypeProvider, ITempFileManager fileManager, IWamsClient wamsClient, IAssetFactory factory) { _assetStorageProvider = assetStoragePRovider; _assetRepository = assetRepository; _contentManager = contentManager; _clock = clock; _mimeTypeProvider = mimeTypeProvider; _fileManager = fileManager; _wamsClient = wamsClient; _factory = factory; }
public CampSystem(PBDG_GameMain pBDG_Game) : base(pBDG_Game) { //数据可以是在配置表中取 //兵营 Camp camp1 = new Camp("Camp", 5, 2000, "Camp", "RookieCamp", false, "工兵"); Camp camp2 = new Camp("Camp", 5, 2000, "Camp", "RookieCamp", false, "坦克"); //所有数据先初始化 campsList.Add(camp1); campsList.Add(camp2); for (int i = 0; i < 10; i++) { IAssetFactory factory = PBDGFactory.GetAssetFactory(); GameObject temp = factory.CreatBuding("CaptiveCamp"); temp.transform.position = new Vector3(Random.Range(-50, 50), 3.7f, Random.Range(-50, 50)); pBDG_Game.Add(temp, "建筑物"); } }
//刷新显示 public void RefreshShow() { //先获取所有兵营的信息 List <ICamp> camps = pBDG_Game.GetCampList(); for (int i = 0; i < camps.Count;) { GameObject temp = null; if (content.childCount > 0 && content.childCount - 1 >= i) { temp = content.GetChild(i).gameObject; } else { IAssetFactory Factory = PBDGFactory.GetAssetFactory(); temp = Factory.Creat("prefab", "image_camp"); temp.transform.SetParent(content, false); Button tempBtn = temp.GetComponent <Button>(); tempBtn.onClick.AddListener(() => { pBDG_Game.CreatBuding(tempBtn.name); }); } if (temp != null) { temp.name = camps[i].GetName(); temp.GetComponent <Image>().sprite = ResourcesManager.Instance.Load <Sprite>("Sprites", camps[i].GetImage(), false); } if (camps[i].GetIsShow()) { i++; } else { break; } } }
public BrokerMock(IAssetFactory factory, IMarket market, IUserSession userSession) { this.Factory = factory; this.MarketProp = market; UserSession = userSession; }
public ReleaseAssetsProcess(IAssetFactory assetFactory) { _assetFactory = assetFactory; }
public AssetSerializer(IAssetFactory assetFactory) { this.assetFactory = assetFactory; }
/// <summary> /// Registers a <see cref="IAssetFactory" /> for the specified asset type. /// </summary> /// <param name="assetType">Type of the asset.</param> /// <param name="factory">The factory.</param> public static void RegisterFactory(Type assetType, IAssetFactory factory) { AssertAssetType(assetType); RegisteredFactories[assetType] = factory; }