Beispiel #1
0
        void onClick(GameObject e)
        {
            if (!e.GetComponent <Button>().enabled)
            {
                return;
            }
            switch (e.name)
            {
            case "moveBtn":
                float newDate = Time.fixedTime;
                if (newDate - date < moveTimeout)
                {
                    return;
                }
                date = newDate;
                float centerX = Screen.width * 0.5f;
                float centerY = Screen.height * 0.5f;
                float angle   = Statics.GetAngle(Input.mousePosition.x, Input.mousePosition.y, centerX, centerY);
                if (angle < 45 || angle >= 315)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Down, true);
                }
                else if (angle >= 45 && angle < 135)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Left, true);
                }
                else if (angle >= 135 && angle < 225)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Up, true);
                }
                else if (angle >= 225 && angle < 315)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Right, true);
                }
                break;

            default:
                break;
            }
        }
Beispiel #2
0
        void onClick(GameObject e)
        {
            switch (e.name)
            {
            case "moveBtn":
                if (!moveBtn.enabled)
                {
                    return;
                }
                float newDate = Time.fixedTime;
                if (newDate - date < moveTimeout)
                {
                    return;
                }
                date = newDate;
                float centerX = Screen.width * 0.5f;
                float centerY = Screen.height * 0.5f;
                float angle   = Statics.GetAngle(Input.mousePosition.x, Input.mousePosition.y, centerX, centerY);
                if (angle < 45 || angle >= 315)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Down, true);
                }
                else if (angle >= 45 && angle < 135)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Left, true);
                }
                else if (angle >= 135 && angle < 225)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Up, true);
                }
                else if (angle >= 225 && angle < 315)
                {
                    Messenger.Broadcast <string, bool>(NotifyTypes.MoveOnArea, AreaTarget.Right, true);
                }
                break;

            case "prop1BlockImage":
//                    ConfirmCtrl.Show("一件夜行衣能避免一场野外战斗\n(观看一段视频可以获得1-2件)", () => {
//                        if (propsData[0].Num >= propsData[0].Max)
//                        {
//                            AlertCtrl.Show(string.Format("最多只能携带{0}件夜行衣", propsData[0].Max));
//                            return;;
//                        }
//                        int randomNum = UnityEngine.Random.Range(1, 3);
//                        Messenger.Broadcast<PropType, int>(NotifyTypes.AddProp, PropType.NocturnalClothing, randomNum);
//                        AlertCtrl.Show(string.Format("获得了{0}件夜行衣", randomNum));
//                    }, null, "观看", "不了");
                PropsMallPanelCtrl.Show(propsData[0]);
                break;

            case "prop2BlockImage":
//                    ConfirmCtrl.Show("一位镖师能够抵消一位侠客受伤\n(观看一段视频可以雇佣1-2位)", () => {
//                        if (propsData[1].Num >= propsData[1].Max)
//                        {
//                            AlertCtrl.Show(string.Format("最多只能雇佣{0}个镖师", propsData[1].Max));
//                            return;
//                        }
//                        int randomNum = UnityEngine.Random.Range(1, 3);
//                        Messenger.Broadcast<PropType, int>(NotifyTypes.AddProp, PropType.Bodyguard, randomNum);
//                        AlertCtrl.Show(string.Format("雇佣了{0}个镖师", randomNum));
//                    }, null, "观看", "不了");
                PropsMallPanelCtrl.Show(propsData[1]);
                break;

            case "prop3BlockImage":
//                    ConfirmCtrl.Show("石灰粉有50%概率能脱离战斗\n(观看一段视频可以获得1-2包)", () => {
//                        if (propsData[2].Num >= propsData[2].Max)
//                        {
//                            AlertCtrl.Show(string.Format("最多只能携带{0}包石灰粉", propsData[2].Max));
//                            return;
//                        }
//                        int randomNum = UnityEngine.Random.Range(1, 3);
//                        Messenger.Broadcast<PropType, int>(NotifyTypes.AddProp, PropType.LimePowder, randomNum);
//                        AlertCtrl.Show(string.Format("获得了{0}包石灰粉", randomNum));
//                    }, null, "观看", "不了");
                PropsMallPanelCtrl.Show(propsData[2]);
                break;

            case "prop4BlockImage":
//                    ConfirmCtrl.Show("探子可以追踪未知的任务目标\n(观看一段视频可以获得1-2个)", () => {
//                        if (propsData[3].Num >= propsData[3].Max)
//                        {
//                            AlertCtrl.Show(string.Format("最多只能拥有{0}个探子", propsData[3].Max));
//                            return;
//                        }
//                        int randomNum = UnityEngine.Random.Range(1, 3);
//                        Messenger.Broadcast<PropType, int>(NotifyTypes.AddProp, PropType.Scout, randomNum);
//                        AlertCtrl.Show(string.Format("获得了{0}个探子", randomNum));
//                    }, null, "观看", "不了");
                PropsMallPanelCtrl.Show(propsData[3]);
                break;

            default:
                break;
            }
        }