public bool moveToDirection(int x, int y, bool start, bool follow, int speed, OnEventOver over) { if (x == posX && y == posY) { return(false); } if (startMoving) { return(false); } moveSpeed = GameDefine.getMoveSpeed(speed); sceneFollow = follow; playStartAnimation = start; onEventOver = over; moveBuffer.Clear(); moveToX = x; moveToY = y; moveToBattleX = GameDefine.getBattleX(x); moveToBattleY = GameDefine.getBattleY(y); startAnimation(); startMoving = true; return(true); }
public void moveToBattlePos() { posBattleX = GameDefine.getBattleX(posX); posBattleY = GameDefine.getBattleY(posY); updatePosition(); }
public void moveTo(int x, int y, int sx, int sy, bool follow, OnEventOver over, bool delay = false) { #if UNITY_EDITOR Debug.Log("GameBattleCursor moveTo " + x + " " + y); #endif moveToX = x; moveToY = y; moveToXReal = GameDefine.getBattleX(x); moveToYReal = GameDefine.getBattleY(y); posXSpeed = sx; posYSpeed = sy; isMoving = true; isFollow = follow; onEventOver = over; if (delay && posX == x && posY == y) { time = -0.5f; } else { time = 0.0f; } }
public void moveNext() { moveToX = moveBuffer[1]; moveToY = moveBuffer[0]; moveToBattleX = GameDefine.getBattleX(moveBuffer[1]); moveToBattleY = GameDefine.getBattleY(moveBuffer[0]); moveBuffer.RemoveRange(0, 2); }
public void moveTo(int x, int y, bool follow) { posX = x; posY = y; posXReal = GameDefine.getBattleX(x); posYReal = GameDefine.getBattleY(y); time = 0.0f; isFollow = follow; updatePosition(); }
public void addCell(int x, int y, GameUnitCampType camp) { GameObject obj = Instantiate(Resources.Load <GameObject>("Prefab/Cell"), transform); obj.name = x + "-" + y; Transform trans = obj.transform; trans.localPosition = new Vector3(GameDefine.getBattleX(x), GameDefine.getBattleY(y) + GameBattleManager.instance.LayerHeight, 0.0f); SpriteRenderer sprite = obj.GetComponent <SpriteRenderer>(); Color c = camp == GameUnitCampType.User ? new Color(1.0f, 0.0f, 1.0f, 0.5f) : new Color(1.0f, 0.0f, 0.0f, 0.5f); sprite.color = c; }
public void addCell(Cell cell, bool user) { GameObject obj = Instantiate(Resources.Load <GameObject>("Prefab/Cell"), transform); obj.name = cell.x + "-" + cell.y; Transform trans = obj.transform; trans.localPosition = new Vector3(GameDefine.getBattleX(cell.x), GameDefine.getBattleY(cell.y) + GameBattleManager.instance.LayerHeight, 0.0f); SpriteRenderer sprite = obj.GetComponent <SpriteRenderer>(); Color c = user ? new Color(1.0f, 0.0f, 1.0f, 0.5f) : new Color(1.0f, 0.0f, 0.0f, 0.5f); sprite.color = c; #if UNITY_EDITOR CellTest test = obj.AddComponent <CellTest>(); test.c = cell.c; test.f = cell.f; #endif }