using UnityEngine; using System.Collections; public class Door : Craft, IOccupier { public int index; protected override void Awake() { base.Awake (); craftModel= GetComponentInChildren (); } public override void Init (Map map) { base.Init (map); hpRecoverSpeed = 0; } private int _occupyPriority; public int occupyPriority { get{ return _occupyPriority; } set{ _occupyPriority = value; } } public override TeamUtil.Team team { get { return base.team; } set { _team = value; if(craftModel != null && craftModel.textureArr.Length > 0) { int index = value.GetHashCode() - 1; craftModel.SetSkin(craftModel.textureArr[index]); } } } public override void SetCraftModel (CraftModel craftModel) { } }