IEnumerator LoadUnitAssets(CBattleInfor tBattleInfor) { yield return(AssetLoadManager.LoadFromResource <Object>("SquadPrefab/Cylinder", (Object tObject) => { mSquadAsset = tObject; })); yield return(AssetLoadManager.LoadFromResource <Object>("AimPrefab/AimObj", (Object tObject) => { mAimAsset = tObject; })); for (int i = 0; i < tBattleInfor.objList.Count; i++) { SquadData tSquadData = new SquadData(); tSquadData.SetSquadInfor(tBattleInfor.objList[i]); Tab_UnitTemplate tUnitTpData = TableManager.GetUnitTemplateByID(tSquadData.GetUnitTemplateID())[0]; Tab_SkillTemplate tSkillTemplate = TableManager.GetSkillTemplateByID(tSquadData.SkillTemplateID)[0]; yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitPath, (Object tObject) => { tSquadData.UnitAsset = tObject; })); yield return(AssetLoadManager.LoadFromResource <Object>(tSkillTemplate.UnitPath, (Object tObjcet) => { tSquadData.SkillAsset = tObjcet; })); yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitSkillPath, (Object tObjcet) => { tSquadData.UnitSkillAsset = tObjcet; })); yield return(AssetLoadManager.LoadFromResource <Object>(tUnitTpData.UnitArrowPath, (Object tObjcet) => { tSquadData.UnitArrowAsset = tObjcet; })); mSquadDataList.Add(tSquadData); } PrepareForBattle(mSquadGameObjDict, mSquadDataList); switch (mBattleState) { case BattleState.prepare: AddEmbateBornList(); StartCoroutine(BattleStart()); break; case BattleState.Start: break; } SetSquadEnemy(); }
public void SetInfor(int typID) { Tab_UnitTemplate tUnitTemplate = TableManager.GetUnitTemplateByID(typID)[0]; mUnitView = tUnitTemplate.UnitView; mUnitAttackRange = tUnitTemplate.UnitAttackRange; mUnitMaxHp = tUnitTemplate.UnitMaxHP; mAttackSpaceTime = tUnitTemplate.AttackSpaceTime; AttackType = (UnitAttackType)tUnitTemplate.AttackType; mAttack = tUnitTemplate.Attack; mUnitHP = mUnitMaxHp; }