示例#1
0
    // 建立武器
    public override IWeapon CreateWeapon(ENUM_Weapon emWeapon)
    {
        IWeapon pWeapon   = null;
        string  AssetName = "";         // Unity模型名称
        int     AttrID    = 0;          // 武器的能力值

        // 依武器
        switch (emWeapon)
        {
        case ENUM_Weapon.Gun:
            pWeapon   = new WeaponGun();
            AssetName = "WeaponGun";
            AttrID    = 1;
            break;

        case ENUM_Weapon.Rifle:
            pWeapon   = new WeaponRifle();
            AssetName = "WeaponRifle";
            AttrID    = 2;
            break;

        case ENUM_Weapon.Rocket:
            pWeapon   = new WeaponRocket();
            AssetName = "WeaponRocket";
            AttrID    = 3;
            break;

        default:
            Debug.LogWarning("CreateWeapon:无法建立[" + emWeapon + "]");
            return(null);
        }

        // 产生Asset
        IAssetFactory AssetFactory    = PBDFactory.GetAssetFactory();
        GameObject    WeaponGameObjet = AssetFactory.LoadWeapon(AssetName);

        pWeapon.SetGameObject(WeaponGameObjet);

        // 取得武器的威力
        IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
        WeaponAttr   theWeaponAttr  = theAttrFactory.GetWeaponAttr(AttrID);

        // 设定武器的威力
        pWeapon.SetWeaponAttr(theWeaponAttr);

        return(pWeapon);
    }
示例#2
0
        // 建立武器
        public override IWeapon CreateWeapon(ENUM_Weapon enumWeapon)
        {
            IWeapon weapon    = null;
            string  AssetName = ""; // Unity模型名称
            int     AttrID    = 0;  // 武器能力值

            switch (enumWeapon)
            {
            case ENUM_Weapon.Gun:
                weapon    = new WeaponGun();
                AssetName = "WeaponGun";
                AttrID    = 1;
                break;

            case ENUM_Weapon.Rifle:
                weapon    = new WeaponRifle();
                AssetName = "WeaponRifle";
                AttrID    = 2;
                break;

            case ENUM_Weapon.Rocket:
                weapon    = new WeaponRocket();
                AssetName = "WeaponRocket";
                AttrID    = 3;
                break;

            default:
                Debug.LogWarning("CreateWeapon无法建立[" + enumWeapon + "]");
                return(null);
            }

            // 产生Asset
            IAssetFactory AssetFactory     = RTSFactory.GetAssetFactory();
            GameObject    WeaponGameObject = AssetFactory.LoadWeapon(AssetName);

            weapon.SetGameObject(WeaponGameObject);

            // 获取武器威力
            IAttrFactory AttrFactory   = RTSFactory.GetAttrFactory();
            WeaponAttr   theWeaponAttr = AttrFactory.GetWeaponAttr(AttrID);

            // 设置属性
            weapon.SetWeaponAttr(theWeaponAttr);

            return(weapon);
        }
	// 建立武器
	public override IWeapon CreateWeapon( ENUM_Weapon emWeapon)
	{
		IWeapon pWeapon = null;
		string	AssetName = "";	// Unity模型名稱
		int		AttrID = 0; 	// 武器的能力值

		// 依武器
		switch( emWeapon )
		{
		case ENUM_Weapon.Gun:
			pWeapon = new WeaponGun();
			AssetName = "WeaponGun";
			AttrID	= 1;
			break;
		case ENUM_Weapon.Rifle:
			pWeapon = new WeaponRifle();
			AssetName = "WeaponRifle";
			AttrID	= 2;
			break;
		case ENUM_Weapon.Rocket:
			pWeapon = new WeaponRocket();
			AssetName = "WeaponRocket";
			AttrID	= 3;
			break;		
		default:
			Debug.LogWarning("CreateWeapon:無法建立["+emWeapon+"]");
			return null;
		}

		// 產生Asset
		IAssetFactory AssetFactory = PBDFactory.GetAssetFactory();
		GameObject WeaponGameObjet = AssetFactory.LoadWeapon( AssetName );
		pWeapon.SetGameObject( WeaponGameObjet );

		// 取得武器的威力
		IAttrFactory theAttrFactory = PBDFactory.GetAttrFactory();
		WeaponAttr theWeaponAttr = theAttrFactory.GetWeaponAttr( AttrID ); 

		// 設定武器的威力
		pWeapon.SetWeaponAttr( theWeaponAttr );

		return pWeapon;
	}