public void Remove() { land.SetBuilding(null); land.AddFunction(Land.LandFunction.buildBuilding); pipeManager.SetIfDenyForward(true); Destroy(gameObject); }
private void Start() { bulletNum = 0; land = transform.GetComponentInParent <Land>(); player = land.GetPlayer(); land.AddFunction(Land.LandFunction.shoot); resourcesManager = transform.GetComponentInParent <ResourcesManager>();// innerTimer = updateFreq; canUpdate = true; StartCoroutine("AutoShootCor"); }
private bool denyForward;//是否拒绝传递,为true则不会向上游请求 private void Start() { pipesFrom = new List <Pipe>(); resourcesManager = GetComponent <ResourcesManager>(); land = GetComponent <Land>(); land.AddFunction(Land.LandFunction.buildPipe); denyForward = true;// resourcesManager = GetComponent <ResourcesManager>(); resourcesManager.OnResourcesLack += (object sender, ResourceRequire e) => { RequestForward(e, 0);//本站资源不足,转发请求 }; land.OnBelongPlayerChange += (object sender, EventArgs e) => { foreach (Pipe pipe in pipesFrom) { pipe.Disconnect(); //被占领时断链 } foreach (Pipe pipe in pipesTo) { pipe.Disconnect(); } }; }