MayHeCome/Assets/ChengHui/Script/Building/Sacrifice/Sacrifice_Buildings.cs
2024-12-18 17:55:34 +08:00

56 lines
1.6 KiB
C#

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<Slider>().value = Blood;
if (BlobDragging!=null&&!BlobDragging.isDragging)
{
Destroy(BlobDragging.gameObject);
BlobDragging = null;
Blood += TuanziToBloodBuff;
GetComponent<Animator>().Play("Sacrificing");
}
}
private void OnTriggerEnter(Collider other)
{
}
}