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C# UnitType.isBuilding方法代码示例

本文整理汇总了C#中UnitType.isBuilding方法的典型用法代码示例。如果您正苦于以下问题:C# UnitType.isBuilding方法的具体用法?C# UnitType.isBuilding怎么用?C# UnitType.isBuilding使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UnitType的用法示例。


在下文中一共展示了UnitType.isBuilding方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。

示例1: OnCreate

    public bool OnCreate( Identity who, UnitType what )
    {
        bool done = false;

        if (!placing)
        {
            // get the unit data and the prefab of the unit that can be created
            GameObject prefab = DataManager.Instance.civilizationDatas[who.civilization].units[what];
            UnitData unitData = DataManager.Instance.unitDatas[what];

            //print("Creating " + unitData.description);

        if (what.isBuilding())
        {
            if (checkResources(unitData.resourceCost, who.tag))
            {
                //Create the building
                GameObject created = createBuilding(prefab);
                created.tag = who.gameObject.tag;

                Identity newIden = created.GetComponent<Identity>();
                if (newIden != null) newIden.player = who.player;
                GameStatistics.addCreatedUnits(who.player, 1); //buidings

                if (who.tag == "Ally") addSelectedPrefab(created);
                addTeamCirclePrefab(created);

                Spawner spa = created.GetComponent<Spawner>();
                if (spa != null) spa.initBounds();
                //updateResource(unitData.resourceCost, who.tag);
            }
        }
        else
        {
            Action action = new Action(unitData.preview, unitData.requiredTime, () =>
            {
                GameObject created = CreateUnit(who.gameObject, prefab);
                created.tag = who.gameObject.tag;

                Identity newIden = created.GetComponent<Identity>();
                if (newIden != null) newIden.player = who.player;
                GameStatistics.addCreatedUnits(who.player, 1);

                if (who.tag == "Ally")
                {
                    addSelectedPrefab(created);
                    hud.updateDelayedActions(selectedUnits.FocusedUnit);
                }
                addTeamCirclePrefab(created);
            });

                //create an action and add it to the focused unit's queue
                if (who.gameObject.GetComponentOrEnd<DelayedActionQueue>().Enqueue(action))
                {

                    if (checkResources(unitData.resourceCost, who.tag))
                    {
                        //DelayedActionQueue script = who.gameObject.GetComponentOrEnd<DelayedActionQueue>();
                        //script.Enqueue(action);

                        updateResource(unitData.resourceCost, who.tag);
                        if (who.gameObject.tag == "Ally") hud.updateDelayedActions(selectedUnits.FocusedUnit);
                        done = true;
                    }
                }
            }
        }
        return done;
    }
开发者ID:jgirald,项目名称:ES2015F,代码行数:69,代码来源:GameController.cs


注:本文中的UnitType.isBuilding方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。