Ejemplo n.º 1
0
    void SetXuanXiangKuangPos(SSGameDataCtrl.XuanXiangMoveDir dir)
    {
        if (IsLockPanel || m_XuanXiangKuang == null)
        {
            return;
        }

        int offsetVal = dir == SSGameDataCtrl.XuanXiangMoveDir.Right ? 1 : -1;

        IndexXuanXiang += offsetVal;
        if (IndexXuanXiang < (int)SSGameDataCtrl.XuanXiangState.XuanXiang01)
        {
            //到达右极限.
            IndexXuanXiang = m_XuanXiangPosArray.Length - 1;
        }

        if (IndexXuanXiang >= m_XuanXiangPosArray.Length)
        {
            //到达左极限.
            IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang01;
        }
        m_XuanXiangState = (SSGameDataCtrl.XuanXiangState)IndexXuanXiang;
        m_XuanXiangKuang.localPosition = m_XuanXiangPosArray[IndexXuanXiang];

        switch (m_GameDlgState)
        {
        case GameDlgState.Null:
        {
            break;
        }

        default:
        {
            //对话框界面只有2个按键的.
            if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang01)
            {
                //拒绝按键.
                m_BtState = BtState.JuJue;
            }
            else if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang02)
            {
                //同意按键.
                m_BtState = BtState.TongYi;
            }
            break;
        }
        }
        UnityLog("SetXuanXiangKuangPos -> dir == " + dir + ", m_XuanXiangState == " + m_XuanXiangState
                 + ", GameDlgState == " + m_GameDlgState + ", BtState == " + m_BtState);
    }
Ejemplo n.º 2
0
    void SetXuanXiangKuangPos(SSGameDataCtrl.XuanXiangMoveDir dir)
    {
        if (IsLockPanel || m_XuanXiangKuang == null)
        {
            return;
        }

        int offsetVal = dir == SSGameDataCtrl.XuanXiangMoveDir.Right ? 1 : -1;

        IndexXuanXiang += offsetVal;
        if (IndexXuanXiang < (int)SSGameDataCtrl.XuanXiangState.XuanXiang01)
        {
            //到达右极限.
            IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang05;
        }

        if (IndexXuanXiang > (int)SSGameDataCtrl.XuanXiangState.XuanXiang05)
        {
            //到达左极限.
            IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang01;
        }
        m_XuanXiangState = (SSGameDataCtrl.XuanXiangState)IndexXuanXiang;

        switch (IndexXuanXiang)
        {
        case 0:
        {
            IndexXuanXiangVer = 0;
            break;
        }

        case 1:
        {
            IndexXuanXiangVer = 3;
            break;
        }

        case 2:
        {
            IndexXuanXiangVer = 1;
            break;
        }

        case 3:
        {
            IndexXuanXiangVer = 4;
            break;
        }

        case 4:
        {
            IndexXuanXiangVer = 2;
            break;
        }
        }

        switch (m_XuanXiangState)
        {
        case SSGameDataCtrl.XuanXiangState.XuanXiang05:
        {
            //取消框.
            SetActiveQuXiaoKuang(true);
            break;
        }

        default:
        {
            //支付选项.
            SetActiveQuXiaoKuang(false);
            break;
        }
        }
        m_XuanXiangKuang.localPosition = m_XuanXiangPosArray[IndexXuanXiang];
        UnityLog("SetXuanXiangKuangPos -> dir == " + dir + ", m_XuanXiangState == " + m_XuanXiangState);
    }