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(); } }