示例#1
0
        public bool IsCanPutHero(int hero_index)
        {
            if (IsHeroAlreadyPut(hero_index))
            {
                // 已经放置了这个将军
                return(false);
            }

            BLPlayerHeroData hero_data = GetHeroData(hero_index);
            int unit_id = BLUnitManager.Instance().GetHeroUnitID(player_id, hero_index);

            // 检查资源

            // 检查复活状态
            BLUnitBase unit = BLUnitManager.Instance().GetUnit(hero_data.build_site_id);

            Debug.Assert(unit.unit_type == UnitType.Building);
            BLUnitBuilding build_unit = unit as BLUnitBuilding;

            return(build_unit.IsUnitCanRevive(unit_id));
        }
示例#2
0
    public void UpdateUI()
    {
        BL.BLPlayerData player_data = BL.BLPlayerDataManager.Instance().GetPlayerData(BattleField.battle_field.my_player_id);

        for (int i = 0; i < BattleField.MAX_HERO_COUNT; ++i)
        {
            BL.BLPlayerHeroData hero_data = player_data.GetHeroData(i);

            all_hero_names[i].text = hero_data.hero_gds_name;

            if (player_data.IsHeroAlreadyPut(i))
            {
                all_hero_states[i].text = "已上场";
            }
            else
            {
                int unit_id = BL.BLUnitManager.Instance().GetHeroUnitID(player_data.player_id, i);

                BL.BLUnitBase unit_base = BL.BLUnitManager.Instance().GetUnit(hero_data.build_site_id);
                Debug.Assert(unit_base.unit_type == UnitType.Building);

                BL.BLUnitBuilding unit_building = unit_base as BL.BLUnitBuilding;

                if (unit_building.IsUnitCanRevive(unit_id))
                {
                    all_hero_states[i].text = "就绪";
                }
                else
                {
                    int time_remain = (int)(unit_building.GetUnitReviveRemainFrames(unit_id) * BL.BLTimelineController.SECOND_PER_FRAME);

                    all_hero_states[i].text = time_remain.ToString() + "秒";
                }
            }
        }
    }