public void CellSelected(CubeCell cubeCell) { CurrentSelected = cubeCell; //Debug.Log("单元格选中:" + cubeCell.Position.x + "," + cubeCell.Position.y); if (cubeCell.CurrentUnit != null) { return; } UnitSelection.Get().ClearSelection(); UIManager.Get().PushPanel(PanelTypes.UnitGenerationPanel); }
void CreateCell(uint x, uint z, uint i) //创建单元格 { Vector3 position; position.x = x * 10f; position.y = Ground.transform.localPosition.y; position.z = z * 10f; CubeCell Cell = CubeCells[i] = Instantiate <CubeCell>(CubePrefab); Cell.SetPosition(x, z); Cell.transform.SetParent(transform, false); Cell.transform.localPosition = position + Offset; Cell.name = "CubeCell (" + x.ToString() + "," + z.ToString() + ")"; }
public UnitSelection() { MonoBase.Get().GetMono().AddUpdateListener(() => { if (Input.GetMouseButtonDown(1)) { if (start == null) { end = null; return; } ClearSelection(); UIManager.Get().MsgOnScreen("已清除当前选择"); } }); }
//private void Update() //{ // //for(int i=0;i<RowCounter.Count;i++) // // Debug.Log(string.Format("第{0}行单位数:{1}", i,RowCounter[i])); //} void CreateCell(int x, int z, int i) //创建单元格 { Vector3 position; position.x = x * Distance; position.y = Ground.transform.localPosition.y; position.z = z * Distance; CubeCell Cell = Instantiate <CubeCell>(CubePrefab); CubeCells.Add(Cell); Cell.SetPosition(x, z); Cell.transform.SetParent(transform, false); Cell.transform.localPosition = position + Offset; Cell.name = string.Format("CubeCell({0},{1})", x, z); Cell.gameObject.SetActive(false); }
public void Set(CubeCell cubeCell) { if (Waiting) { return; } if (start == null) { start = cubeCell; UIManager.Get().MsgOnScreen("已选中" + start.CurrentUnit.UnitName); return; } if (end == null) { end = cubeCell; end.GetComponent <MeshRenderer>().material.color = Color.blue; start.CurrentUnit.Attack(end.CurrentUnit); ClearSelection(); } }
} //获取单元格位置 public void SetPosition(CubeCell cubeCell) { _position = cubeCell; } //设置单元格位置
public void ClearSelection() { start = null; end = null; }