using System.Collections.Generic; using Gameplay.Building.Impl.Common; using Gameplay.Building.Impl.WatchTower; using UnityEngine; namespace Gameplay.Building.Impl { public class BuildWatchTower : UnitBuild { public List buffIds = new List(); public BuildWatchTower(uint id, int troopId) : base(id, troopId) { } protected override void _InitFsm() { base._InitFsm(); _fsm.Add(new WatchTowerStateIdle(this)); _fsm.Add(new CommonBuildStateDestroy(this)); _fsm.Add(new CommonBuildStateWaitRemove(this)); } protected override void _AfterInitConfig() { base._AfterInitConfig(); for (int i = 0; i < configData.rawConfig.FloatParams.Count; i++) { var floatValue = configData.rawConfig.FloatParams[i]; var intValue = Mathf.RoundToInt(floatValue); buffIds.Add(intValue); } } } }