/// <summary> /// 点击检测方法 /// </summary> /// <param name="paramName">param description</param> /// <returns></retruns> public void ClickCheck() { if (gameManager.gameOver) { return; } int itemColorId; // 定义颜色ID, 0:为格子 1.黑色 2.红色 if (isGrid) { itemColorId = 0; } else { // itemColorId // 得到父对象 gridGeObj = transform.parent.gameObject; // 提取当前棋子所在格子索引 ChessOrGrid chessOrGrid = gridGeObj.GetComponent <ChessOrGrid>(); xIndex = chessOrGrid.xIndex; yIndex = chessOrGrid.yIndex; if (isRed) { itemColorId = 2; } else { itemColorId = 1; } } Debug.Log("itemColorId:" + itemColorId + "--xIndex:" + xIndex + "==yIndex:" + yIndex); // 行为处理 GridOrChessBehavior(itemColorId, xIndex, yIndex); }
public void ClickCheck() { if (gameManager.gameOver) { return; } int itemColorId; if (isGrid) { itemColorId = 0; } else { gridGo = transform.parent.gameObject; ChessOrGrid chessOrGrid = gridGo.GetComponent <ChessOrGrid>(); xIndex = chessOrGrid.xIndex; yIndex = chessOrGrid.yIndex; if (isRed) { itemColorId = 2; } else { itemColorId = 1; } } GridOrChessBehavior(itemColorId, xIndex, yIndex); }
/// <summary> /// 单机重玩方法 /// </summary> public void Replay() { HideLastPositionUI(); HideClickUI(); HideCanEatUI(); ClearCurrentCanMoveUIStack(); lastChessOrGrid = null; for (int i = chessRegreting.regretCount; i > 0; i--) { chessRegreting.RegretChess(); } }
public void Replay() { HideLastPositionUI(); HideClickUI(); HideCanEatUI(); ClearCurrentCanMoveUIStack(); lastChessOrGrid = null; UiManager.Instance.ShowTip("赤の番"); for (int i = chessReseting.resetCount; i > 0; i--) { chessReseting.ResetChess(); } }