// 处理格子的相关方法,参数是当前选择的格子 public void HandleGrid(GridPoint grid) { if (grid.gridState.canBuild) { if (selectGrid == null) // 没有上一个格子 { PlayAudioEffect("NormalMordel/Grid/GridSelect"); selectGrid = grid; selectGrid.ShowGrid(); } else if (grid == selectGrid) // 选择了同一个格子 { PlayAudioEffect("NormalMordel/Grid/GridDeselect"); grid.HideGrid(); selectGrid = null; } else // 选择不同的格子 { PlayAudioEffect("NormalMordel/Grid/GridSelect"); selectGrid.HideGrid(); selectGrid = grid; selectGrid.ShowGrid(); } } else { PlayAudioEffect("NormalMordel/Grid/SelectFault"); grid.HideGrid(); grid.ShowCantBuild(); if (selectGrid != null) { selectGrid.HideGrid(); } } }
//格子处理方法 public void HandleGrid(GridPoint grid)//当前选择的格子 { if (grid.gridState.canBuild) { if (selectGrid == null)//没有上一个格子 { selectGrid = grid; selectGrid.ShowGrid(); PlayEffectMusic("NormalMordel/Grid/GridSelect"); } else if (grid == selectGrid)//选中同一个格子 { grid.HideGrid(); selectGrid = null; PlayEffectMusic("NormalMordel/Grid/GridDeselect"); } else if (grid != selectGrid)//选中不同格子 { selectGrid.HideGrid(); selectGrid = grid; selectGrid.ShowGrid(); PlayEffectMusic("NormalMordel/Grid/GridSelect"); } } else { grid.HideGrid(); grid.ShowCantBuild(); PlayEffectMusic("NormalMordel/Grid/SelectFault"); if (selectGrid != null) { selectGrid.HideGrid(); } } }
public void HandleGrid(GridPoint grid) { if (grid.gridState.canBuild) { //三种判断 if (selectGrid == null)//之前没选中 { PlayEffectClip("NormalMordel/Grid/GridSelect"); selectGrid = grid; selectGrid.ShowGrid(); } else if (selectGrid == grid)//选中同一个 { PlayEffectClip("NormalMordel/Grid/GridDeselect"); selectGrid.HideGrid(); selectGrid = null; } else if (selectGrid != grid)//现在选的是另一个格子 { PlayEffectClip("NormalMordel/Grid/GridSelect"); selectGrid.HideGrid(); selectGrid = grid; selectGrid.ShowGrid(); } } else { grid.HideGrid();//不是很明白——明白了,这里是如果这个格子不能建造,就隐藏格子 grid.ShowCantBuild(); PlayEffectClip("NormalMordel/Grid/SelectFault"); if (selectGrid != null) { selectGrid.HideGrid();//隐藏上一个格子,如果上一个格子已经选中了其他的塔 } } }