MayHeCome/Assets/ChengHui/Script/SpecialBuff/SpecailBuff_WoodSculpture.cs

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2024-12-18 09:55:34 +00:00
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class SpecailBuff_WoodSculpture : SpecailBuff_Buildings
{
[Header("所属建筑")]
public WoodSculpture_Buildings woodSculpture_Building;
// Start is called before the first frame update
public override void AddFunctionToTreeContoller()
{
Action Action1 = () =>
{
//CreateTechItem(null, this.WoodSculpture_Buff_1, "大团工匠", 0, 0, 0, true);
BuildingTechManager.Instance.CreateUpdates(this, "大团工匠", WoodSculpture_Buff_1);
};
TreeControl.Instance.AddEvent("大团工匠", Action1);
Action Action2 = () =>
{
//BuildingTechItem bt6 = CreateTechItem(null, this.WoodSculpture_Buff_2, "撑杆练习", 100000, 0, 0, false);
//BuildingTechItem bt5 = CreateTechItem(bt6, this.WoodSculpture_Buff_2, "撑杆练习", 40000, 0, 0, false);
//BuildingTechItem bt4 = CreateTechItem(bt5, this.WoodSculpture_Buff_2, "撑杆练习", 8000, 0, 0, false);
//BuildingTechItem bt3 = CreateTechItem(bt4, this.WoodSculpture_Buff_2, "撑杆练习", 4000, 0, 0, false);
//BuildingTechItem bt2 = CreateTechItem(bt3, this.WoodSculpture_Buff_2, "撑杆练习", 800, 0, 0, false);
//BuildingTechItem bt1 = CreateTechItem(bt2, this.WoodSculpture_Buff_2, "撑杆练习", 400, 0, 0, true);
BuildingTechManager.Instance.CreateUpdates(this, "撑杆练习", WoodSculpture_Buff_2);
};
TreeControl.Instance.AddEvent("撑杆练习", Action2);
Action Action21 = () =>
{
//BuildingTechItem bt6 = CreateTechItem(null, this.WoodSculpture_Buff_21, "质量升级", 100000, 0, 0, false,60);
//BuildingTechItem bt5 = CreateTechItem(bt6, this.WoodSculpture_Buff_21, "质量升级", 40000, 0, 0, false,50);
//BuildingTechItem bt4 = CreateTechItem(bt5, this.WoodSculpture_Buff_21, "质量升级", 8000, 0, 0, false,40);
//BuildingTechItem bt3 = CreateTechItem(bt4, this.WoodSculpture_Buff_21, "质量升级", 4000, 0, 0, false,30);
//BuildingTechItem bt2 = CreateTechItem(bt3, this.WoodSculpture_Buff_21, "质量升级", 800, 0, 0, false,20);
//BuildingTechItem bt1 = CreateTechItem(bt2, this.WoodSculpture_Buff_21, "质量升级", 400, 0, 0, true,10);
BuildingTechManager.Instance.CreateUpdates(this, "木像升级", WoodSculpture_Buff_21);
};
TreeControl.Instance.AddEvent("木像升级", Action21);
Action Action22 = () =>
{
CreateTechItem(null, this.WoodSculpture_Buff_22, "风火轮", 3000, 0, 0, true);
};
TreeControl.Instance.AddEvent("风火轮", Action22);
//Action Action3 = () =>
//{
// CreateTechItem(null, this.WoodSculpture_Buff_3, "学徒制", 300, 0, 0, true);
//};
TreeControl.Instance.AddEvent("学徒制", WoodSculpture_Buff_3);
//Action Action4 = () =>
//{
// CreateTechItem(null, this.WoodSculpture_Buff_4, "大师作品", 300, 0, 0, true);
//};
TreeControl.Instance.AddEvent("大师作品", WoodSculpture_Buff_4);
//Action Action5 = () =>
//{
// CreateTechItem(null, this.WoodSculpture_Buff_5, "木雕不限量", 300, 0, 0, true);
//};
TreeControl.Instance.AddEvent("木雕不限量", WoodSculpture_Buff_5);
TreeControl.Instance.AddEvent("春神降临", Victory);
}
// Update is called once per frame
void Update()
{
}
public void WoodSculpture_Buff_1()
{
}
//撑杆练习
public void WoodSculpture_Buff_2()
{
BuffManager.Instance.HarmerParameter += 20;
}
//质量升级
public void WoodSculpture_Buff_21()
{
woodSculpture_Building.CurrentSculptureCost += 20;
woodSculpture_Building.CurrentSculptureValue =
woodSculpture_Building.Max_Progress * woodSculpture_Building.Max_Progress;
}
public void WoodSculpture_Buff_22()
{
BuffManager.Instance.HarmerDoubleRotate = true;
}
public void WoodSculpture_Buff_3()
{
woodSculpture_Building.is_Buff3_Active = true;
}
public void WoodSculpture_Buff_4()
{
woodSculpture_Building.WoodSculpture_to_FaithBuff *=5;
}
public void WoodSculpture_Buff_5()
{
woodSculpture_Building.AddSpecialWoodSculpture();
}
public void Victory()
{
GameOverManager.Instance.WinGame();
}
}