void Start() { meshRenderer = gameObject.GetComponent <MeshRenderer>(); meshRenderer.enabled = false; //隐形 transform = gameObject.GetComponent <Transform>(); timer = 0; Set_Tower(Tower_ty.None); hp = 100; attack = 0; atk_range = 0; ty = Tower_ty.None; atk_time = Mathf.Infinity; }
public void Set_Tower(Tower_ty tempty) { int return_cost = 0;//拆毁时记录返回钱数量 switch (tempty) { case Tower_ty.None: return_cost = destroy_return[(int)ty]; ty = Tower_ty.None; attack = 0; atk_time = Mathf.Infinity; atk_range = 5; go_arch.SetActive(false); go_stone.SetActive(false); go_ice.SetActive(false); go_magic.SetActive(false); is_built = false; break; case Tower_ty.Arch: ty = Tower_ty.Arch; go_arch.SetActive(true); attack = 10; atk_time = 0.5f; atk_range = 3; is_built = true; break; case Tower_ty.Stone: ty = Tower_ty.Stone; go_stone.SetActive(true); attack = 20; atk_time = 1f; atk_range = 1.5f; is_built = true; break; case Tower_ty.Ice: ty = Tower_ty.Ice; go_ice.SetActive(true); attack = 5; atk_time = 1f; atk_range = 2; is_built = true; break; case Tower_ty.Magic: ty = Tower_ty.Magic; go_magic.SetActive(true); attack = 5; atk_time = 0.4f; atk_range = 3; is_built = true; break; } is_selected = false; if (return_cost == 0) { UI = GameObject.Find("BasicAttribute"); UI.GetComponent <Attribute_UI_controller>().change_money(-costs[(int)tempty]); } else { UI = GameObject.Find("BasicAttribute"); UI.GetComponent <Attribute_UI_controller>().change_money(return_cost); } }