public void SetDownNon(int uIndex, bool bNon) { SCRBlock scr = GetDown(uIndex); if (scr != null) { lstBlock[uIndex].SetNonDown(bNon); } }
public void SetUpNon(int uIndex, bool bNon) { SCRBlock scr = GetUp(uIndex); if (scr != null) { scr.SetNonDown(bNon); } }
public void SetRightNon(int uIndex, bool bNon) { SCRBlock scr = GetRight(uIndex); if (scr != null) { lstBlock[uIndex].SetNonRight(bNon); } }
public void SetLeftNon(int uIndex, bool bNon) { SCRBlock scr = GetLeft(uIndex); if (scr != null) { scr.SetNonRight(bNon); } }
private SCRBlock CreateOneBlock(int index) { GameObject goBlock = preFactory.CreateMazeBlock(); CSGameObject.AddChildGO(goBlock, this.gameObject); goBlock.name += "_" + index; SCRBlock scr = goBlock.GetComponent <SCRBlock>(); scr.Init(this, index); if (onClickBlock != null) { scr.onClickBlock += onClickBlock; } return(scr); }
private void CreateAllBlock(int count) { for (int i = 0; i < count && i < lstBlock.Count; i++) { lstBlock[i].SetShow(true); } preFactory = CSPrefabFactory.Instance(); for (int i = lstBlock.Count; i < count; i++) { SCRBlock scr = CreateOneBlock(i); lstBlock.Add(scr); } for (int i = count; i < lstBlock.Count; i++) { lstBlock[i].SetShow(false); } }