rts engine中生成小兵邏輯

        public void Complete()
        {
            if (factionEntity.FactionID == GameManager.PlayerFactionID && completeAudio != null) //if this is the local player faction ID and there's task completed audio
                gameMgr.AudioMgr.PlaySFX(completeAudio.Fetch(), false); //Play the audio clip

            completeEvent.Invoke(); //invoke the complete unity event.

            switch (type) //type of the task that has been completed.
            {
                case TaskTypes.createUnit:
                    //Randomly pick a prefab to produce from the list
                    Unit unitPrefab = unitCreationAttributes.prefabs[Random.Range(0, unitCreationAttributes.prefabs.Count)];

                    Vector3 spawnPosition = factionEntity.transform.position;
                    Building createdBy = null;

                    //get the unit spawn position:
                    if (factionEntity.Type == EntityTypes.building) //if this is a building, then see if it has a dedicated spawn position
                    {
                        createdBy = (Building)factionEntity;
                        spawnPosition = createdBy.GetSpawnPosition(unitPrefab.GetComponent<NavMeshAgent>().areaMask);
                    }

                    gameMgr.UnitMgr.CreateUnit(unitPrefab, spawnPosition, unitPrefab.transform.rotation, spawnPosition, factionEntity.FactionID, createdBy, false, false); //finally create the unit

                    break;
       public Unit CreateUnitLocal (Unit unitPrefab, Vector3 spawnPosition, Quaternion spawnRotation, Vector3 gotoPosition, int factionID, Building createdBy, bool free = false, bool updatePopulation = true)
        {
            //only if the prefab is valid:
            if (unitPrefab == null)
                return null;

            // create the new unit:
            unitPrefab.gameObject.GetComponent<NavMeshAgent>().enabled = false; //disable this component before spawning the unit as it might place the unit in an unwanted position when spawned

            Unit newUnit = Instantiate(unitPrefab.gameObject, spawnPosition, spawnRotation).GetComponent<Unit>();

            newUnit.Init(gameMgr, factionID, free, createdBy, gotoPosition);

            if(!free) //if this is not a free unit
            {
                if (updatePopulation) //update faction population
                {
                    gameMgr.GetFaction(factionID).UpdateCurrentPopulation(newUnit.GetPopulationSlots()); //update population slots
                    newUnit.FactionMgr.UpdateLimitsList(newUnit.GetCode(), newUnit.GetCategory(), true);
                }
                //TO BE CHANGED
                /*else //do not update faction population 
                    newUnit.SetPopulationSlots(0); //reset population slots so it won't be removed when the unit is destroyed.*/ 
            }
            

            return newUnit;
        }

 

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