示例#1
0
    //创建军队
    public void CreateTroop(MainBaseVO start, MainBaseVO end, int amount)
    {
        if (start != null && start.soldierNum > 0 && end != null && amount > 0)
        {
            Troop troop = default;
            if (_WaitTroops.Count == 0)
            {
                troop          = new Troop();
                troop.soldiers = new List <GameObject>();
            }
            else
            {
                troop = _WaitTroops[0];
                _WaitTroops.RemoveAt(0);
                troop.soldiers.Clear();
            }

            troop.start   = start;
            troop.starter = start.ower;
            troop.end     = end;
            troop.amount  = amount;

            _Troops.Add(troop);
        }
    }
示例#2
0
    private void MoveCameraToMainBase(MainBaseVO mainBaseVO)
    {
        var positon = TwoMsgParamsPool <float, float> .Instance.Pop();

        positon.InitParams(mainBaseVO.postion.x, mainBaseVO.postion.z);
        SendNotification(GlobalSetting.Msg_CameraFocusPoint, positon);
    }
    public MainBaseVO CreateMainBase(PlayerVO owner)
    {
        MainBaseVO mainBaseVO = new MainBaseVO(owner);

        CreateBuilding(mainBaseVO, mainBaseVO, owner);

        return(mainBaseVO);
    }
    private void OccupiedMainBase(MainBaseVO mainBaseVO, float time)
    {
        MainBaseState mainBaseState;

        mainBaseState = GetState(EMainBaseState.Occupied);
        mainBaseState.Init(mainBaseVO, mainBaseVO.ower);
        mainBaseState.Enter(time);
        _MainBaseStatesInUsed.Add(mainBaseVO, mainBaseState);
    }
    public void ReceiveSoldier(MainBaseVO mainBaseVO, PlayerVO player, float time)
    {
        MainBaseState mainBaseState;

        if (_MainBaseStatesInUsed.TryGetValue(mainBaseVO, out mainBaseState))
        {
            mainBaseState.ReceiveSoldier(player, time);
        }
    }
示例#6
0
    public void AddBuildingInfo(MainBaseVO vo)
    {
        _MapProxy.SetBuildingInfo(true, vo.tilePositon, vo.rect);
        if (vo.buildingType == E_Building.MainBase)
        {
            MainBaseVO mainBase = vo as MainBaseVO;

            _MapProxy.SetOccupiedInfo(true, mainBase.tilePositon, mainBase.radius);
        }
    }
示例#7
0
 public void UpgradeMainbase(MainBaseVO mainBaseVO)
 {
     if (mainBaseVO == null)
     {
         return;
     }
     if (buildingProxy.IsCanLevelUp(mainBaseVO))
     {
         sender(GlobalSetting.Cmd_UpdateMainBase, mainBaseVO);
     }
 }
示例#8
0
    public void Build(PlayerVO ower, E_Building buildingType, MainBaseVO mainBaseVO)
    {
        IBuildingVO buildingVO = null;
        Vector3Int  center     = default;
        int         radius     = 0;
        int         count      = 0;

        if (mainBaseVO != null)
        {
            center = mainBaseVO.tilePositon;
            radius = mainBaseVO.radius;
        }
        switch (buildingType)
        {
        case E_Building.None:
            break;

        case E_Building.MainBase:
            buildingVO = new MainBaseVO();
            count      = GetBuildMainbasePositionClose(_ConstructionInfos, ower);
            break;

        case E_Building.FarmLand:
            buildingVO = new FarmLandVO();
            count      = GetBuildPosition(_ConstructionInfos, center, radius, buildingVO.rect);
            break;

        case E_Building.GoldMine:
            buildingVO = new GoldMineVO();
            count      = GetBuildPosition(_ConstructionInfos, center, radius, buildingVO.rect);
            break;

        case E_Building.MilitaryCamp:
            buildingVO = new MilitaryCampVO();
            count      = GetBuildPosition(_ConstructionInfos, center, radius, buildingVO.rect);
            break;

        default:
            break;
        }
        ConstructionInfo constructionInfo = _SelectConstructionHandler(_ConstructionInfos, count, 0);

        if (constructionInfo.isRotation)
        {
            buildingVO.Rotate();
        }
        buildingVO.tilePositon = constructionInfo.position;
        var msgParam = TwoMsgParamsPool <PlayerVO, IBuildingVO> .Instance.Pop();

        msgParam.InitParams(ower, buildingVO);
        sender.Invoke(GlobalSetting.Cmd_ConfirmConstruction, msgParam);
    }
示例#9
0
    public void MoveTroops(MainBaseVO from, MainBaseVO end)
    {
        if (from != null && end != null && !from.Equals(end))
        {
            int soldierCount = from.soldierNum / 2;
            if (soldierCount <= 0)
            {
                return;
            }
            var msgParam = TreeMsgParamsPool <MainBaseVO, MainBaseVO, int> .Instance.Pop();

            msgParam.InitParams(from, end, soldierCount);
            sender(GlobalSetting.Cmd_MoveTroops, msgParam);
        }
    }
    public override void HandleNotification(INotification notification)
    {
        Debug.Log("进入Mediator,处理消息");

        switch (notification.Name)
        {
        case GlobalSetting.Msg_InitMiniMapMediator:
            Awake();
            _MiniMapUIForm = notification.Body as MiniMapUIForm;
            InitMiniMapMediator();
            Debug.Log("进入Mediator,处理消息 Msg_InitMiniMapMediator");

            break;

        case GlobalSetting.Msg_UpdateMainBase:
            Debug.Log("进入Mediator,处理消息 Msg_UpdateMainBase");

            break;

        case GlobalSetting.Msg_MainbaseCreateComplete:
            Debug.Log("进入Mediator,处理消息 Msg_MainbaseCreateComplete");
            _MainBaseVO = notification.Body as MainBaseVO;
            var _MainBaseGo  = _MiniMapUIForm.CreateMainBase();
            var _TilePositon = Position(_MainBaseVO.tilePositon);
            _MainBaseGo.GetComponent <RectTransform>().anchoredPosition = new Vector2(_TilePositon.x, _TilePositon.y);
            var sc = _MainBaseGo.GetComponent <MainBaseDrawEvent>();
            sc.mainBaseVO = _MainBaseVO;
            _Dic_MainBaseVO.Add(_MainBaseGo, _MainBaseVO);
            break;

        case GlobalSetting.Msg_MapCreateComplete:
            Debug.Log("进入Mediator,处理消息 Msg_MapCreateComplete");

            _MapData   = notification.Body as float[, ];
            _MapWidth  = _MapData.GetLength(0) * _Scale;
            _MapHeight = _MapData.GetLength(1) * _Scale;
            break;

        case GlobalSetting.Msg_MapUpdateSoldiersPositon:
            Debug.Log("进入Mediator,处理消息 Msg_MapUpdateSoldiersPositon");
            _MapSoldierInfo = notification.Body as MapSoldierInfo;
            FillTroopsData();
            break;

        default:
            break;
        }
    }
    public override void Execute(INotification notification)
    {
        var parameter = notification.Body as TwoMsgParams <PlayerVO, MainBaseVO>;

        if (parameter != null)
        {
            PlayerVO   playerVO   = parameter.first;
            MainBaseVO mainBaseVO = parameter.second;
            if (parameter.first != null && parameter.second != null)
            {
                PlayerVOProxy   playerProxy   = Facade.RetrieveProxy(PlayerVOProxy.NAME) as PlayerVOProxy;
                BuildingVOProxy buildingProxy = Facade.RetrieveProxy(BuildingVOProxy.NAME) as BuildingVOProxy;

                if (mainBaseVO.ower != playerVO)
                {//占领
                    if (mainBaseVO.ower.IsUser)
                    {
                        bool isWin = mainBaseVO.ower.mainBases.Count == buildingProxy.mainBaseTotalCount;
                        playerProxy.VisitAllPlayers((p) =>
                        {
                            if (!p.Equals(mainBaseVO.ower))
                            {
                                _OthersDonotHaveSoldier = _OthersDonotHaveSoldier && p.soldierAmount <= 0;
                            }
                        });
                        isWin = isWin && _OthersDonotHaveSoldier;
                        if (isWin)
                        {
                            BattleManager.Instance.SetBattleResult(true);
                        }
                    }
                    else
                    {
                    }
                }
                else
                {//收复
                }
            }

            TwoMsgParamsPool <PlayerVO, MainBaseVO> .Instance.Push(parameter);

            parameter = null;
        }
    }
    private void SetOriginData(IBuildingVO buildingVO, MainBaseVO mainBaseVO, PlayerVO player)
    {
        switch (buildingVO.buildingType)
        {
        case E_Building.MainBase:
            var tempMainBaseVO = buildingVO as MainBaseVO;
            SetMainBaseOriginData(tempMainBaseVO);
            player.goldLimit          += tempMainBaseVO.goldLimit;
            player.grainLimit         += tempMainBaseVO.grainLimit;
            player.soldierAmount      += tempMainBaseVO.soldierNum;
            player.soldierAmountLimit += tempMainBaseVO.soldierNumLimit;
            _AllMainBases.Add(tempMainBaseVO);
            OccupiedMainBase(tempMainBaseVO, Time.time);

            SendNotification(GlobalSetting.Msg_MainbaseCreateComplete, tempMainBaseVO);
            break;

        case E_Building.FarmLand:
            var tempFarmLandVO = buildingVO as FarmLandVO;
            //SetFarmLandOriginData(tempFarmLandVO);
            mainBaseVO.grainLimit     += tempFarmLandVO.grainLimit;
            player.grainLimit         += tempFarmLandVO.grainLimit;
            mainBaseVO.grainOutputNum += tempFarmLandVO.grainOutputNum;
            break;

        case E_Building.GoldMine:
            var tempGoldMineVO = buildingVO as GoldMineVO;
            //SetGoldMineOriginData(tempGoldMineVO);
            mainBaseVO.goldLimit     += tempGoldMineVO.goldLimit;
            player.goldLimit         += tempGoldMineVO.goldLimit;
            mainBaseVO.goldOutputNum += tempGoldMineVO.goldOutputNum;
            break;

        case E_Building.MilitaryCamp:
            var tempMilitaryCampVO = buildingVO as MilitaryCampVO;
            //SetMilitaryCampOriginData(tempMilitaryCampVO);
            mainBaseVO.soldierNumLimit += tempMilitaryCampVO.soldierNumLimit;
            player.soldierAmountLimit  += tempMilitaryCampVO.soldierNumLimit;
            mainBaseVO.trainNum        += tempMilitaryCampVO.trainNum;
            break;

        default:
            break;
        }
    }
    public bool IsCanLevelUp(MainBaseVO vO)
    {
        bool isCan = false;

        if (vO.isMain)
        {
            isCan = vO.level < StaticDataHelper.MainBaseMaxLevel;
        }
        else
        {
            isCan = vO.level < StaticDataHelper.SubBaseMaxLevel;
        }

        isCan = isCan && vO.data.UpLevelGoldRequire <= vO.ower.gold;
        isCan = isCan && vO.data.UpLevelGrainRequire <= vO.ower.grain;

        return(isCan);
    }
    public void UpdateLevelMainBase(MainBaseVO mainBaseVO)
    {
        var currentData = mainBaseVO.data;
        var data        = GetNextLevelDate(mainBaseVO);

        mainBaseVO.level++;
        mainBaseVO.data             = data;
        mainBaseVO.radius           = data.Radius;
        mainBaseVO.grainLimit      += data.GrainLimit - currentData.GrainLimit;
        mainBaseVO.goldLimit       += data.GoldLimit - currentData.GrainLimit;
        mainBaseVO.soldierNumLimit += data.SoldierLimit - currentData.SoldierLimit;

        mainBaseVO.ower.grainLimit         += data.GrainLimit - currentData.GrainLimit;
        mainBaseVO.ower.goldLimit          += data.GoldLimit - currentData.GrainLimit;
        mainBaseVO.ower.soldierAmountLimit += data.SoldierLimit - currentData.SoldierLimit;

        SendNotification(GlobalSetting.Msg_UpdateMainBase, mainBaseVO);
        SendNotification(GlobalSetting.Msg_SetUsersPlayerBattleInfoDirty);
    }
    private MainBaseLevelData GetNextLevelDate(MainBaseVO vO)
    {
        MainBaseLevelData data = vO.data;

        if (vO.isMain)
        {
            if (vO.level < StaticDataHelper.MainBaseMaxLevel)
            {
                data = StaticDataHelper.LevelToMainBaseLevelData[vO.level + 1];
            }
        }
        else
        {
            if (vO.level < StaticDataHelper.SubBaseMaxLevel)
            {
                data = StaticDataHelper.LevelToSubBaseLevelData[vO.level + 1];
            }
        }

        return(data);
    }
    public int GetMainbaseNextLevelRadius(MainBaseVO vO)
    {
        int radius = vO.radius;

        if (vO.isMain)
        {
            if (vO.level < StaticDataHelper.MainBaseMaxLevel)
            {
                radius = StaticDataHelper.LevelToMainBaseLevelData[vO.level + 1].Radius;
            }
        }
        else
        {
            if (vO.level < StaticDataHelper.SubBaseMaxLevel)
            {
                radius = StaticDataHelper.LevelToSubBaseLevelData[vO.level + 1].Radius;
            }
        }

        return(radius);
    }
    public void CreateBuilding(IBuildingVO buildingVO, MainBaseVO mainBaseVO, PlayerVO player)
    {
        if (!_PlayerToMainBase.ContainsKey(player.Id))
        {
            _PlayerToMainBase.Add(player.Id, new List <MainBaseVO>());
        }

        if (buildingVO.buildingType == E_Building.MainBase)
        {
            _PlayerToMainBase[player.Id].Add(mainBaseVO);
        }

        SetOriginData(buildingVO, mainBaseVO, player);

        _BuildingToMainBase.Add(buildingVO, mainBaseVO);

        SendNotification(GlobalSetting.Msg_BuildBuilding, buildingVO);

        if (player.IsUser)
        {
            SendNotification(GlobalSetting.Msg_SetUsersPlayerBattleInfoDirty);
        }
    }
示例#18
0
    public override void Execute(INotification notification)
    {
        MainBaseVO mainBaseVO = notification.Body as MainBaseVO;

        if (mainBaseVO != null)
        {
            var buildingProxy = Facade.RetrieveProxy(BuildingVOProxy.NAME) as BuildingVOProxy;
            var mapProxy      = Facade.RetrieveProxy(MapVOProxy.NAME) as MapVOProxy;

            bool isCanLevelUp    = buildingProxy.IsCanLevelUp(mainBaseVO);
            int  nextLevelRadius = buildingProxy.GetMainbaseNextLevelRadius(mainBaseVO);
            isCanLevelUp = isCanLevelUp && mapProxy.IsCanOccupedRingArea(mainBaseVO.tilePositon, mainBaseVO.radius, nextLevelRadius);
            if (isCanLevelUp)
            {
                //扣除消耗
                mainBaseVO.ower.gold  -= mainBaseVO.data.UpLevelGoldRequire;
                mainBaseVO.ower.grain -= mainBaseVO.data.UpLevelGrainRequire;
                //占用地图
                mapProxy.SetOccupiedInfo(true, mainBaseVO.tilePositon, nextLevelRadius);
                //扩大范围
                buildingProxy.UpdateLevelMainBase(mainBaseVO);
            }
        }
    }
    private void SetMainBaseOriginData(MainBaseVO mainBaseVO)
    {
        if (mainBaseVO.isMain)
        {
            mainBaseVO.goldOutputNum  = GlobalSetting.BUILDING_MAINBASE_GOLD_OUTPUT;
            mainBaseVO.grainOutputNum = GlobalSetting.BUILDING_MAINBASE_GRAIN_OUTPUT;
            mainBaseVO.trainNum       = GlobalSetting.BUILDING_MAINBASE_SOLDIER_OUTPUT;
            mainBaseVO.data           = StaticDataHelper.LevelToMainBaseLevelData[1];
            mainBaseVO.soldierNum     = GlobalSetting.PLAYER_ORIGINAL_SOLDIER;
        }
        else
        {
            mainBaseVO.goldOutputNum  = GlobalSetting.BUILDING_SUBBASE_GOLD_OUTPUT;
            mainBaseVO.grainOutputNum = GlobalSetting.BUILDING_SUBBASE_GRAIN_OUTPUT;
            mainBaseVO.trainNum       = GlobalSetting.BUILDING_SUBBASE_SOLDIER_OUTPUT;
            mainBaseVO.data           = StaticDataHelper.LevelToSubBaseLevelData[1];
            mainBaseVO.soldierNum     = 0;
        }

        mainBaseVO.radius          = mainBaseVO.data.Radius;
        mainBaseVO.grainLimit      = mainBaseVO.data.GrainLimit;
        mainBaseVO.goldLimit       = mainBaseVO.data.GoldLimit;
        mainBaseVO.soldierNumLimit = mainBaseVO.data.SoldierLimit;
    }
示例#20
0
    public MainBaseVO CreateMainBase(PlayerVO owner)
    {
        MainBaseVO mainBaseVO = new MainBaseVO(owner);

        return(mainBaseVO);
    }
    private void OnClick_MainBaseMoveTroops(GameObject go)
    {
        MainBaseVO _MainBase = null;

        _Dic_MainBaseVO.TryGetValue(go, out _MainBase);
    }
 public int GetNextLevelRadius(MainBaseVO vO)
 {
     return(_BuildingVOProxy.GetMainbaseNextLevelRadius(vO));
 }
 public bool IsMainBaseCanLevelUp(MainBaseVO vo)
 {
     return(_BuildingVOProxy.IsCanLevelUp(vo));
 }
 public void CreateMainBase(MainBaseVO vo)
 {
     _BuildingVOProxy.CreateBuilding(vo, vo, vo.ower);
 }
示例#25
0
    public override void HandleNotification(INotification notification)
    {
        switch (notification.Name)
        {
        case GlobalSetting.Msg_InitMobilizeTroopsMediator:
            MobilizeTroopsInfoUIForm uiform = notification.Body as MobilizeTroopsInfoUIForm;
            if (uiform)
            {
                InitMobilizeTroopsMediator(uiform);
            }
            break;

        case GlobalSetting.Msg_PickMainBase:
            MainBaseVO vO = notification.Body as MainBaseVO;
            if (vO != null)
            {
                if (_OriginMainBaseVO == null && _TargetMainBaseVO == null)
                {
                    _UIForm.OpenUIForm(GlobalSetting.UI_MobilizeTroopsInfoUIForm);
                }



                if (vO.ower.IsUser && _OriginMainBaseVO == null)
                {
                    _OriginMainBaseVO = vO;
                    _TroopSoldiers    = vO.soldierNum / 2;
                    _UIForm.SetOriginInfo(vO.tilePositon, _TroopSoldiers);
                }
                else if (_OriginMainBaseVO != null && vO.Equals(_OriginMainBaseVO))
                {
                    _TroopSoldiers = vO.soldierNum / 2;
                    _UIForm.SetOriginInfo(vO.tilePositon, _TroopSoldiers);
                }
                else
                {
                    _TargetMainBaseVO = vO;
                    _UIForm.SetTargetInfo(vO.tilePositon);
                }

                if (_OriginMainBaseVO != null && _TargetMainBaseVO != null)
                {
                    var threeCmdParams = TreeMsgParamsPool <MainBaseVO, MainBaseVO, int> .Instance.Pop();

                    threeCmdParams.InitParams(_OriginMainBaseVO, _TargetMainBaseVO, _TroopSoldiers);
                    SendNotification(GlobalSetting.Cmd_MoveTroops, threeCmdParams);

                    _OriginMainBaseVO = null;
                    _TargetMainBaseVO = null;
                    _UIForm.DelayClose(1);
                }
            }
            break;

        case GlobalSetting.Msg_EndBattle:
            _OriginMainBaseVO = null;
            _TargetMainBaseVO = null;
            _UIForm.CloseUIForm();
            break;

        default:
            break;
        }
    }
示例#26
0
 private void MoveTroopsCancel()
 {
     _OriginMainBaseVO = null;
     _TargetMainBaseVO = null;
     _UIForm.CloseUIForm();
 }
示例#27
0
    public override void Execute(INotification notification)
    {
        var msgParam = notification.Body as TwoMsgParams <PlayerVO, IBuildingVO>;

        if (msgParam != null && msgParam.first != null && msgParam.second != null)
        {
            PlayerVO        playerVo      = msgParam.first;
            IBuildingVO     building      = msgParam.second;
            PlayerVOProxy   playerVOProxy = Facade.RetrieveProxy(PlayerVOProxy.NAME) as PlayerVOProxy;
            MapVOProxy      mapVOProxy    = Facade.RetrieveProxy(MapVOProxy.NAME) as MapVOProxy;
            BuildingVOProxy buildingProxy = Facade.RetrieveProxy(BuildingVOProxy.NAME) as BuildingVOProxy;

            //判断资源是否满足创建需求
            if (playerVo.gold < building.createCostGold || playerVo.grain < building.createCostGrain)
            {
                return;
            }

            playerVo.gold  -= building.createCostGold;
            playerVo.grain -= building.createCostGrain;

            switch (building.buildingType)
            {
            case E_Building.None:
                break;

            case E_Building.MainBase:
                //判断是否可以被添加....
                MainBaseVO mainBaseVO = building as MainBaseVO;
                if (mainBaseVO != null)
                {
                    if (mapVOProxy.IsCanOccupedArea(mainBaseVO.tilePositon, mainBaseVO.radius))
                    {
                        mainBaseVO.SetOwer(playerVo);
                        buildingProxy.CreateBuilding(mainBaseVO, mainBaseVO, playerVo);
                        //更新地图建筑信息
                        mapVOProxy.SetBuildingInfo(true, building.tilePositon, building.rect);
                        //更新占领信息
                        mapVOProxy.SetOccupiedInfo(true, building.tilePositon, mainBaseVO.radius);
                    }
                }
                break;

            case E_Building.FarmLand:
            case E_Building.GoldMine:
            case E_Building.MilitaryCamp:
                MainBaseVO mainBase = playerVOProxy.GetMainBasePlayerBuildingBelongTo(building, playerVo);
                if (mainBase != null)
                {
                    //添加建筑
                    mainBase.AddBuilding(building);
                    //更新地图建筑信息
                    mapVOProxy.SetBuildingInfo(true, building.tilePositon, building.rect);
                    buildingProxy.CreateBuilding(building, mainBase, playerVo);
                }
                break;

            default:
                break;
            }

            TwoMsgParamsPool <PlayerVO, IBuildingVO> .Instance.Push(msgParam);
        }

        BattleManager.Instance.CancelConstraction();
    }
示例#28
0
    private int GetBuildMainbasePositionClose(ConstructionInfo[] outPositionList, PlayerVO ower)
    {
        if (outPositionList == null && outPositionList.Length == 0)
        {
            return(0);
        }

        int count = 0;

        MainBaseVO closeMainbase = null;
        MainBaseVO testMainBase  = null;
        int        radius        = 0;
        int        testRadius    = 0;
        int        absY          = 0;
        int        length        = 0;

        for (int i = 0; i < ower.mainBases.Count; i++)
        {
            closeMainbase = ower.mainBases[i];

            radius  = closeMainbase.isMain ? _MainbaseMaxRadius : _SubbaseMaxRadius;
            radius += _SubbaseMaxRadius;
            bool isNeedAdd = true;
            for (int x = 1 - radius; x < radius; x++)
            {
                absY = (radius - 1) - Math.Abs(x);

                Vector3Int temp = testMainBase.tilePositon + new Vector3Int(x, 0, absY);
                for (int j = 0; j < ower.mainBases.Count; j++)
                {
                    if (i == j)
                    {
                        continue;
                    }
                    testMainBase = ower.mainBases[j];
                    isNeedAdd    = true;
                    length       = Math.Abs(temp.x - testMainBase.tilePositon.x) + Math.Abs(temp.z - testMainBase.tilePositon.z) + 1;
                    if (length >= radius)
                    {
                        isNeedAdd = false;
                        break;
                    }
                }


                if (mapProxy.IsCanOccupedArea(temp, _SubbaseMaxRadius))
                {
                    isNeedAdd = true;
                    for (int k = 0; k < count; k++)
                    {
                        if (temp == outPositionList[k].position)
                        {
                            isNeedAdd = false;
                            break;
                        }
                    }
                    if (isNeedAdd)
                    {
                        outPositionList[count].position   = temp;
                        outPositionList[count].isRotation = false;
                        //TODO 获取城堡坐在的位置的资源加成数据
                        count++;
                        if (count >= outPositionList.Length)
                        {
                            return(count);
                        }
                    }
                }
                temp = testMainBase.tilePositon + new Vector3Int(x, 0, -absY);
                if (mapProxy.IsCanOccupedArea(temp, _SubbaseMaxRadius))
                {
                    isNeedAdd = true;
                    for (int k = 0; k < count; k++)
                    {
                        if (temp == outPositionList[k].position)
                        {
                            isNeedAdd = false;
                            break;
                        }
                    }
                    if (isNeedAdd)
                    {
                        outPositionList[count].position   = temp;
                        outPositionList[count].isRotation = false;
                        //TODO 获取城堡坐在的位置的资源加成数据

                        count++;
                        if (count >= outPositionList.Length)
                        {
                            return(count);
                        }
                    }
                }
            }
        }

        return(count);
    }
示例#29
0
 public void InitMainBase(MainBaseVO vO)
 {
     this.m_Data     = vO;
     m_CurrentRadius = vO.radius;
 }