using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; public class Sacrifice_Buildings : Buildings { [Header("特有内容")] public int Blood; public bool isProducing = true; public int BloodToFaithBuff = 1; public int TuanziToBloodBuff = 1; public BlobController BlobDragging; public SacrificeArea SacrificeArea; public override void AddResources_Click() { //GameProcedureManager.Instance.WoodCount = GameProcedureManager.Instance.WoodCount + Level * 5; } public override void AddResources_Auto() { if (Blood>0 && isProducing) { int subNum = (int)(GlobalBuffSystem.Instance.GlobalMultiplier * LocalBuff_Auto * TuanZi_efficiency * TuanZi_Num * (efficiency_Level_Auto[1] * SpecalBuffMuti_efficiency_Auto + SpecalBuffAdd_efficiency_Auto)); if (Blood >= subNum) { Blood -= subNum; } else { Blood = 0; } GameProcedureManager.Instance.FaithCount += 20*subNum; } } public override void SpecalUpdate() { //TODO: UIbar相关还没同步 //information_Panel.transform.Find("Panel/ProgressBar").GetComponent().value = Blood; if (BlobDragging!=null&&!BlobDragging.isDragging) { Destroy(BlobDragging.gameObject); BlobDragging = null; Blood += TuanziToBloodBuff; GetComponent().Play("Sacrificing"); } } private void OnTriggerEnter(Collider other) { } }