116 lines
4.5 KiB
C#
116 lines
4.5 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class SpecailBuff_WoodSculpture : SpecailBuff_Buildings
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{
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[Header("所属建筑")]
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public WoodSculpture_Buildings woodSculpture_Building;
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// Start is called before the first frame update
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public override void AddFunctionToTreeContoller()
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{
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Action Action1 = () =>
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{
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//CreateTechItem(null, this.WoodSculpture_Buff_1, "大团工匠", 0, 0, 0, true);
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BuildingTechManager.Instance.CreateUpdates(this, "大团工匠", WoodSculpture_Buff_1);
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};
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TreeControl.Instance.AddEvent("大团工匠", Action1);
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Action Action2 = () =>
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{
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//BuildingTechItem bt6 = CreateTechItem(null, this.WoodSculpture_Buff_2, "撑杆练习", 100000, 0, 0, false);
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//BuildingTechItem bt5 = CreateTechItem(bt6, this.WoodSculpture_Buff_2, "撑杆练习", 40000, 0, 0, false);
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//BuildingTechItem bt4 = CreateTechItem(bt5, this.WoodSculpture_Buff_2, "撑杆练习", 8000, 0, 0, false);
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//BuildingTechItem bt3 = CreateTechItem(bt4, this.WoodSculpture_Buff_2, "撑杆练习", 4000, 0, 0, false);
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//BuildingTechItem bt2 = CreateTechItem(bt3, this.WoodSculpture_Buff_2, "撑杆练习", 800, 0, 0, false);
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//BuildingTechItem bt1 = CreateTechItem(bt2, this.WoodSculpture_Buff_2, "撑杆练习", 400, 0, 0, true);
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BuildingTechManager.Instance.CreateUpdates(this, "撑杆练习", WoodSculpture_Buff_2);
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};
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TreeControl.Instance.AddEvent("撑杆练习", Action2);
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Action Action21 = () =>
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{
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//BuildingTechItem bt6 = CreateTechItem(null, this.WoodSculpture_Buff_21, "质量升级", 100000, 0, 0, false,60);
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//BuildingTechItem bt5 = CreateTechItem(bt6, this.WoodSculpture_Buff_21, "质量升级", 40000, 0, 0, false,50);
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//BuildingTechItem bt4 = CreateTechItem(bt5, this.WoodSculpture_Buff_21, "质量升级", 8000, 0, 0, false,40);
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//BuildingTechItem bt3 = CreateTechItem(bt4, this.WoodSculpture_Buff_21, "质量升级", 4000, 0, 0, false,30);
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//BuildingTechItem bt2 = CreateTechItem(bt3, this.WoodSculpture_Buff_21, "质量升级", 800, 0, 0, false,20);
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//BuildingTechItem bt1 = CreateTechItem(bt2, this.WoodSculpture_Buff_21, "质量升级", 400, 0, 0, true,10);
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BuildingTechManager.Instance.CreateUpdates(this, "木像升级", WoodSculpture_Buff_21);
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};
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TreeControl.Instance.AddEvent("木像升级", Action21);
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Action Action22 = () =>
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{
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CreateTechItem(null, this.WoodSculpture_Buff_22, "风火轮", 3000, 0, 0, true);
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};
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TreeControl.Instance.AddEvent("风火轮", Action22);
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//Action Action3 = () =>
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//{
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// CreateTechItem(null, this.WoodSculpture_Buff_3, "学徒制", 300, 0, 0, true);
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//};
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TreeControl.Instance.AddEvent("学徒制", WoodSculpture_Buff_3);
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//Action Action4 = () =>
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//{
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// CreateTechItem(null, this.WoodSculpture_Buff_4, "大师作品", 300, 0, 0, true);
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//};
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TreeControl.Instance.AddEvent("大师作品", WoodSculpture_Buff_4);
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//Action Action5 = () =>
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//{
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// CreateTechItem(null, this.WoodSculpture_Buff_5, "木雕不限量", 300, 0, 0, true);
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//};
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TreeControl.Instance.AddEvent("木雕不限量", WoodSculpture_Buff_5);
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TreeControl.Instance.AddEvent("春神降临", Victory);
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}
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// Update is called once per frame
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void Update()
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{
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}
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public void WoodSculpture_Buff_1()
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{
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}
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//撑杆练习
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public void WoodSculpture_Buff_2()
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{
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BuffManager.Instance.HarmerParameter += 20;
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}
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//质量升级
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public void WoodSculpture_Buff_21()
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{
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woodSculpture_Building.CurrentSculptureCost += 20;
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woodSculpture_Building.CurrentSculptureValue =
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woodSculpture_Building.Max_Progress * woodSculpture_Building.Max_Progress;
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}
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public void WoodSculpture_Buff_22()
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{
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BuffManager.Instance.HarmerDoubleRotate = true;
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}
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public void WoodSculpture_Buff_3()
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{
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woodSculpture_Building.is_Buff3_Active = true;
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}
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public void WoodSculpture_Buff_4()
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{
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woodSculpture_Building.WoodSculpture_to_FaithBuff *=5;
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}
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public void WoodSculpture_Buff_5()
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{
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woodSculpture_Building.AddSpecialWoodSculpture();
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}
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public void Victory()
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{
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GameOverManager.Instance.WinGame();
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}
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}
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