private void PickPaper(ThrowDir dir) { int pickedPaperCount = 0; pickedPapers = Instantiate(prefabPickedPapers, new Vector2(0, 0), Quaternion.identity); pickedPapers.GetComponent <PickedPapers>().Direction = dir; List <Transform> papers = transform.Cast <Transform>().ToList(); int i = 0; for (i = 0; i < papers.Count; i++) { if (pickedPaper.GetInstanceID() == papers[i].gameObject.GetInstanceID()) { break; } if (i >= papers.Count) { return; } } for (; i >= 0; i--) { papers[i].parent = pickedPapers.transform; papers[i].GetComponent <SpriteRenderer>().sortingOrder = 0; pickedPaperCount++; } pickedPaper = null; paperReferee.CheckWhereToGo(dir, pickedPaperCount); }
public void Throw(float v_h, bool isTopKeyDown, bool isBottomKeyDown) { throwing = true; //获得扔手榴弹的方向 if (isTopKeyDown == false && isBottomKeyDown == false) { if (transform.localScale.x == 1) { throwDir = ThrowDir.Left; } else if (transform.localScale.x == -1) { throwDir = ThrowDir.Right; } } else { if (isTopKeyDown) { throwDir = ThrowDir.Top; } else if (isBottomKeyDown) { throwDir = ThrowDir.Down; } } }
public void Throw(float v_h, bool isTopKeyDown, bool isBottomKeyDown) { throwing = true; //获得扔手榴弹的方向 //得到射击的方向 if (isBottomKeyDown) { if (transform.localScale.x == 1) { throwDir = ThrowDir.Left; } else if (transform.localScale.x == -1) { throwDir = ThrowDir.Right; } if (isTopKeyDown) { throwDir = ThrowDir.Top; } } //if (isTopKeyDown == false && isBottomKeyDown == false) //{ // if (transform.localScale.x == 1) // { // throwDir = ThrowDir.Left; // } // else if (transform.localScale.x == -1) // { // throwDir = ThrowDir.Right; // } //} //else //{ // if (isTopKeyDown) // { // throwDir = ThrowDir.Top; // } // else if (isBottomKeyDown) // { // throwDir = ThrowDir.Down; // } //} }
public void CheckWhereToGo(ThrowDir dir, int throwedPaperCount) { int result; switch (dir) { case ThrowDir.Left: result = requiredPaperLeft.GetComponent <RequiredPaper>().CheckThrowedPapers(throwedPaperCount); break; default: result = 0; break; } if (result > 0) { StageManager.score += result; } }
public void Throw(float v_h, bool isTopKeyDown, bool isBottomKeyDown) { throwing = true; //获得扔手榴弹的方向 if (isTopKeyDown == false && isBottomKeyDown == false) { if (transform.localScale.x == 1) { throwDir = ThrowDir.Left; } else if (transform.localScale.x == -1) { throwDir = ThrowDir.Right; } } else { if (isTopKeyDown ) { throwDir = ThrowDir.Top; } else if (isBottomKeyDown) { throwDir = ThrowDir.Down; } } }