Example #1
0
    /// <summary>
    /// 检测是否被将军
    /// </summary>
    public void DetectBeAttacked()
    {
        Vector2        currentPos = GameCache.Chess2Vector[gameObject];
        List <Vector2> enemyPoints;

        if (gameObject.tag == "Red")
        {
            enemyPoints = GameUtil.getTeamMovePoints(PoolManager.work_List, "Black", GameCache.Chess2Vector, GameCache.Vector2Chess);
        }
        else
        {
            enemyPoints = GameUtil.getTeamMovePoints(PoolManager.work_List, "Red", GameCache.Chess2Vector, GameCache.Vector2Chess);
        }
        foreach (Vector2 point in enemyPoints)
        {
            if (GameUtil.CompareVector2(currentPos, point))     //敌军可走点有此boss位置点,则说明在将军
            {
                Debug.Log("将军!!");
                chessSituationState = ChessSituationState.BeAttacked;
                //检测是否被将死
                //这时就要完善假设走步的逻辑了,处理起来比较庞大。
                break;
            }
        }
    }
Example #2
0
 /// <summary>
 /// 提示可吃事件触发,自身状态被标记为可吃
 /// </summary>
 /// <param name="point"></param>
 public void TipsBeTarget(Vector2 point)
 {
     if (GameUtil.CompareVector2(GameCache.Chess2Vector[gameObject], point))
     {
         chessSituationState = ChessSituationState.BeTaget;
     }
 }
Example #3
0
    /// <summary>
    /// 通过鼠标点击来移动
    /// </summary>
    public void Move(Vector2 point)
    {
        if (chessReciprocalState == ChessReciprocalState.beChoosed)
        {
            Vector2[] canMovePoints = CanMovePoints(GameCache.Chess2Vector, GameCache.Vector2Chess).ToArray();

            if (canMovePoints.Length > 0)
            {
                for (int i = 0; i < canMovePoints.Length; i++)
                {
                    if (GameUtil.CompareVector2(point, canMovePoints[i]) == true)
                    {
                        if (GameController.IsBattle == true)
                        {
                            SetAttackerEvent(gameObject);//派发事件设置攻击者
                        }
                        int     x      = (int)point.x;
                        int     y      = (int)point.y;
                        Vector3 target = Scene3_UI.cells[x, y].transform.position;

                        iTween.MoveTo(gameObject, iTween.Hash("time", 0.1f, "position", target,
                                                              "easetype", iTween.EaseType.linear,
                                                              "onstart", "OnMoveStart",
                                                              "onstarttarget", gameObject,
                                                              "oncomplete", "OnMoveComplete",
                                                              "oncompletetarget", gameObject));
                        break;
                    }
                    else if (chessReciprocalState != ChessReciprocalState.moving)
                    {
                        CancelChoose();
                        Scene3_UI.ResetChessBoardPoints();
                    }
                    else
                    {
                        CancelChoose();
                        Scene3_UI.ResetChessBoardPoints();
                    }
                }
            }
            else
            {
                CancelChoose();
            }
        }
    }