/// <summary> /// 更新分数呈现 /// </summary> /// <param name="code"></param> private void UpdateData(int code) { //ToolsFunction.Log(this.gameObject, "接受到的业务代码:" + code); if (code == CODE.UPDATE_SCORE) { SetLabelValue(lScoreTotal, DataConst.SCORE_TOTAL); //更新显示分数 } if (code == CODE.UPDATE_BLOCK) { MainTipControl.StartAnim(MainTip, BlockHead); lBlockNum.text = DataConst.BLOCK_COUNT.ToString(); } if (code == CODE.UPDATE_PROCESS) { sRunProcess.value = ((float)State.PROCESS_PERCENT / (float)24); } }
/// <summary> /// 检测前方是否即将有障碍物出现,给出提示 /// </summary> public void UpdateRockCheck() { if ("1" == SettingTb.Element[SettingTb.INDEX_HINT_TIP]) //表示隐藏主界面消息提示,直接不显示提示了 { return; } lineStart = DataConst.MeDisplay.transform.position + 2 * ToolsFunction.Toward(DataConst.MeDisplay) + 2f * ToolsFunction.ToLeft(DataConst.MeDisplay) + new Vector3(0, 0, -2); lineEnd = DataConst.MeDisplay.transform.position + 2 * ToolsFunction.Toward(DataConst.MeDisplay) - 2f * ToolsFunction.ToLeft(DataConst.MeDisplay) + new Vector3(0, 0, -2); Debug.DrawLine(lineStart, lineEnd); if (Physics.Linecast(lineStart, lineEnd, out hit, 1)) { //判断是不是障碍物 string blockName = hit.collider.gameObject.name; ToolsFunction.Log(this.gameObject, "line cast name: " + blockName); //障碍物名称 if (ToolsFunction.IsBlock(blockName)) { MainTipControl.StartAnim(MainView.MainTip, MainView.BlockHead); } } }