[WE] [範例] 用UnitPool 做隨機單位
因為全域變數沒有UnitPool可以選
所以有使用Return Bug將UnitPool轉成Integer存在全域變數
其實還有ItemPool 用法也都差不多
用UnitPool的好處:
隨機選單位的觸發變的很精簡
壞處:
最核心的部份只有jass
Return Bug部分的jass如下---------
function H2I takes handle pTarg returns integer
return pTarg
return 0
endfunction
function I2UnitPool takes integer i returns unitpool
return i
return null
endfunction
---------------------------------
建立清單的部份
Custom script: local unitpool up=CreateUnitPool() 這是建立UnitPool
Custom script: set udg_UnitPool = H2I(up) 這是利用return bug存進變數
然後就是一堆的
Set SystemIndex = (SystemIndex + 1)
Set Units[SystemIndex] = XXXX單位
然後最後跑個loop
For each (Integer A) from 1 to SystemIndex, do (Actions)
Loop - Actions
Custom script:
call UnitPoolAddUnitType(up,udg_Units[bj_forLoopAIndex],1)
而最後建立單位的時候非常簡單的
Custom script: call PlaceRandomUnit(I2UnitPool(udg_UnitPool),玩家,X,Y,面向)
我做好的範例圖在流連上
連結:http://forums.wasabistudio.ca/viewtopic.php?f=5&t=18330
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