/// <summary> /// 攻击 建筑 /// </summary> /// <param name="_starID"></param> /// <param name="_buildingTime"></param> public void AttackBuilding(uint _attackplayerId, int _starID, int buildingPosition, int _Energy) { UnitStar _star = GetUnitStarById(_starID); UnitBuilding _building = _star.GetBuildingByIndex(buildingPosition); //LoggerHelper.Error("_building.BelongToStar.BelongTo.ID:" + _building.BelongToStar.BelongTo.ID + "_Energy:" + _Energy); if (_building != null) { //被攻击建筑所属 if ((_building.BelongToStar != null) && (_building.BelongToStar.BelongTo != null) && (_building.BelongToStar.BelongTo.ID == _attackplayerId)) { return; } _building.ReduceBuildingEnergy(_Energy); ShowFloatText(string.Concat(-_Energy), _building.PositionX, _building.PositionY, _building.BaseBuildingData.float_color); if (_building.CurEnergy <= 0) { _building.OnDead(); } else { _building.OnHit(); } } else { //LoggerHelper.Debug("没有该类建筑"); return; } //LoggerHelper.Error("_attackplayerId:" + _attackplayerId + "_building.CurEnergy:" + _building.CurEnergy); if (_building.CurEnergy <= 0) { //LoggerHelper.Error("_building.CurEnergy:" + _building.CurEnergy); _star.RemoveBuilding(buildingPosition, _building); //拆一个建筑后就可以占领星球 /*if (!AttackStar.Contains(_star)) * { * if (_star.IsInAttackStar()) * { * AttackStar.Add(_star); * } * }*/ IsAttackStar(_star); } _star.showAttackBuildingEffect(_building.UnitGO.transform.localPosition); }