void OnDrag(Vector2 delta) { if (battleLogic == null) { return; } if (Obj_MyselfPlayer.GetMe().isAutoFowrard) { return; } //如果卡牌正在播放复活动画,就不要拖动 if (gameObject.GetComponent <CardUI>().InReviveAnimation) { return; } BattleProcedureType state = battleLogic.GetComponent <BattleLogic>().GetBattleCore().GetBattlePlayer().GetBattleStateType(); if (state != BattleProcedureType.E_BATTLE_PROCEDURE_WAITING) { return; } if (srcPos >= 0 && srcPos <= 5) { Debug.Log("OnDrag(), delta = " + delta.x + ", " + delta.y); delta *= screenHeight / Screen.height; transform.localPosition += (Vector3)delta; } isDraged = true; }
public void ChangProcedure(BattleProcedureType type) { if (m_CurrentProcedure.GetProcedureType() != type) { m_CurrentProcedure.OnLeave(); m_CurrentProcedure = m_ProcedureList[type]; m_CurrentProcedure.OnEnter(); } }
// Update is called once per frame void Update() { if (battleProcedureType != mBattlePlayer.GetBattleStateType()) { battleProcedureType = mBattlePlayer.GetBattleStateType(); Reset(); } UpdateStepValue(); }
// Use this for initialization void Start() { moneyLabel.text = "" + moneyCount; cardLabel.text = "" + cardCount; itemLabel.text = "" + itemCount; battleType = Obj_MyselfPlayer.GetMe().battleType; BattleLogic bl = GameObject.Find("BattleLogic").GetComponent <BattleLogic>(); mBattlePlayer = bl.GetBattleCore().GetBattlePlayer(); battleProcedureType = mBattlePlayer.GetBattleStateType(); Reset(); }
public BattleProcedureType GetBattleProcedureType() { BattleProcedureType type = BattleProcedureType.E_BATTLE_PROCEDURE_BATTLE_START; foreach (KeyValuePair <BattleProcedureType, BattleProcedureBase> procedure in m_ProcedureList) { if (procedure.Value == m_CurrentProcedure) { type = procedure.Key; break; } } return(type); }
void OnPress(bool isPress) { if (isPress) { isDraged = false; } if (battleLogic == null) { return; } BattleProcedureType state = battleLogic.GetComponent <BattleLogic>().GetBattleCore().GetBattlePlayer().GetBattleStateType(); if (state != BattleProcedureType.E_BATTLE_PROCEDURE_WAITING) { return; } if (srcPos < 0 || srcPos > 5) { return; } Debug.Log("OnPress(), isPress = " + isPress); if (isPress) { screenHeight = 1024f;//GameObject.FindWithTag("UIRoot").GetComponent<UIRoot>().manualHeight; transform.localPosition += new Vector3(0f, 0f, -50f); } else { transform.localPosition = new Vector3(transform.localPosition.x, transform.localPosition.y, initPos.z); float fx = transform.localPosition.x; float fy = transform.localPosition.y; tarPos = -1; if (fx < cardx[1] && fx > cardx[0]) { if (fy < cardy[0] && fy > cardy[1]) { tarPos = 0; } else if (fy < cardy[2] && fy > cardy[3]) { tarPos = 3; } } else if (fx < cardx[3] && fx > cardx[2]) { if (fy < cardy[0] && fy > cardy[1]) { tarPos = 1; } else if (fy < cardy[2] && fy > cardy[3]) { tarPos = 4; } } else if (fx < cardx[5] && fx > cardx[4]) { if (fy < cardy[0] && fy > cardy[1]) { tarPos = 2; } else if (fy < cardy[2] && fy > cardy[3]) { tarPos = 5; } } Debug.Log("srcPos = " + srcPos + "; tgtPos = " + tarPos); transform.localPosition = new Vector3(cx, cy, transform.localPosition.z); if (tarPos < 0 || tarPos == srcPos) { return; //--退出,不改变-- } long temp; temp = Obj_MyselfPlayer.GetMe().battleArray[tarPos]; Obj_MyselfPlayer.GetMe().battleArray[tarPos] = Obj_MyselfPlayer.GetMe().battleArray[srcPos]; Obj_MyselfPlayer.GetMe().battleArray[srcPos] = temp; //如果当前移动的地方有助战好友,保存助战好友新位置 if (tarPos == Obj_MyselfPlayer.GetMe().nfightFriendPos) { Obj_MyselfPlayer.GetMe().nfightFriendPos = srcPos; } else if (srcPos == Obj_MyselfPlayer.GetMe().nfightFriendPos) { Obj_MyselfPlayer.GetMe().nfightFriendPos = tarPos; } Debug.Log("wo yun 1:"); Obj_MyselfPlayer.GetMe().SavebattleArray(); BattleCardManager.Instance.OnCardPosChanged(srcPos, tarPos); } }