using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class Bonfire_Buildings : Buildings { [Header("特有内容")] public GameObject TuanZi; [SerializeField] private List tuanziCosts = new List(); private int index; private float ySpawn = 0.97f; private float zSpawn = -5.6f; public override void Start() { base.Start(); SpecailBuff_Buildings.BuildingTechItem tmpBTI = new SpecailBuff_Buildings.BuildingTechItem( null,GenerateBlob,"诞生团子!", 0, tuanziCosts[tuanziCosts.Count-1], 0,false ,-1); for (int i = tuanziCosts.Count-2; i >= 0; i--) { SpecailBuff_Buildings.BuildingTechItem cBTI = new SpecailBuff_Buildings.BuildingTechItem( tmpBTI, GenerateBlob, "诞生团子!", 0, tuanziCosts[i],0, false ,-1); tmpBTI = cBTI; } tmpBTI.firstTech = true; InformationPanel.AddTechItem(tmpBTI); } public override void AddFunctionToTreeController() { Action Action1 = BuildingsActive; TreeControl.Instance.AddEvent("初始火堆", Action1); } public override void SpecalUpdate() { base.SpecalUpdate(); if (Level==1&&BlobManager.Instance.Blobs.Count > 10) { BuildingUpgrade(Level); Level++; } } public override void AddResources_Click() { /*int cost; if (tuanziCosts.Count > index) { cost = tuanziCosts[index]; } else { cost = 10000000; } if (GameProcedureManager.Instance.WoodCount >= cost) { //处理花销 AudioManager.Instance.PlayBlobBornSFX(); GameProcedureManager.Instance.WoodCount -= cost; index++; //生成团子 GameObject new_TuanZi = Instantiate(TuanZi,new Vector3(transform.position.x, transform.position.y, transform.position.z),transform.rotation); new_TuanZi.transform.localScale = new Vector3(1, 1, 1); new_TuanZi.GetComponent().BelongingBuilding = null; }*/ //Debug.Log("Click_Tree"); } public void GenerateBlob() { //处理花销 AudioManager.Instance.PlayBlobBornSFX(); index++; //生成团子 GameObject new_TuanZi = Instantiate(TuanZi,new Vector3(transform.position.x, ySpawn, zSpawn),transform.rotation); new_TuanZi.transform.localScale = new Vector3(0.7f, 0.7f, 0.7f); new_TuanZi.GetComponent().BelongingBuilding = null; } }