示例#1
0
        /// <summary>
        /// 在指定下标绑定建筑
        /// </summary>
        public void SetBuildingAtIndex(int index, BuildingBase building)
        {
            index = momPlanet.GetValidIndex(index);
            // 将建筑建造到星球
            // 需要计算heightRatio 妈耶, 8.5是需要调整的, 建筑中心离底边, 8.5越高
            float heightRatio = (momPlanet.Radius + 8.5f) / momPlanet.Radius;

            momPlanet.SetGameObjectAtIndex(building.gameObject, index, heightRatio);
            // 位置确定后生成buildingID
            if (building.id == null || (building.id.className + "").Equals(""))
            {
                building.InitID();
            }
            // 建筑绑定殖民地
            building.SetMomColony(this, index);

            // 第一个建筑必须是控制中心
            if (buildings == null || buildings.Count == 0)
            {
                Debug.Assert(building.Type == BuildingType.CONTROL_CENTER, "第一个建筑应该是控制中心!");
                controllCenter = building;
                buildings      = new Dictionary <int, BuildingBase>();
                buildings.Add(index, building);
                return;
            }
            buildings.Add(index, building);
        }
示例#2
0
 /// <summary>
 /// 每个单位时间(可长可短)更新星球上的所有资源
 /// </summary>
 public void UpdateOnce()
 {
     Debug.Log("资源更新!");
     foreach (var kv in elementInLands)
     {
         Element curElement = kv.Key;
         float[] curAmounts = kv.Value;
         for (int i = 0; i < momPlanet.AreaCount; i++)
         {
             Planet.LandType curLand;
             momPlanet.GetIndexLandType(i, out curLand);
             int leftIndex  = momPlanet.GetValidIndex(i - 1);
             int rightIndex = momPlanet.GetValidIndex(i + 1);
             curAmounts[i] = curElement.GrowedAmount(curLand, curAmounts[i], ref curAmounts[leftIndex], ref curAmounts[rightIndex]);
         }
     }
 }