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类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;
}