using UnityEngine; using System.Collections; public class CrystalBase : MapBase, IOccupier { public int powerLevel; public int maxPowerLevel = 5; public bool occupied; public float range = 4f; public bool running = false; public bool overwhelming; private TeamSideBarContainer teamSideBar; public Animator animator; private Station station; // private float radius = 2.2f; private void initTeamSideBar() { GameObject teamSideBarPrefab = Resources.Load(Config.TEAM_SIDE_BAR_PREFAB) as GameObject; GameObject teamSideBarObj = Instantiate(teamSideBarPrefab) as GameObject; teamSideBar = teamSideBarObj.GetComponent(); teamSideBar.setCrystal(this); } public TeamSideBarContainer getTeamSideBar() { return teamSideBar; } public void SetStation(Station station) { this.station = station; if(this.station != null) { this.station.crystalBase = this; this.station.overwhelming = overwhelming; } } public Station GetStation() { return station; } private int _occupyPriority; public int occupyPriority { get{ return _occupyPriority; } set{ _occupyPriority = value; } } }