Exemple #1
0
    void OnButCreateDefenderUp(BaseEventData data)
    {
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hitinfo;

        if (IsHitGround(ray, out hitinfo))
        {
            if (IsTileUseAble(hitinfo))
            {
                Vector3 hitpos   = new Vector3(hitinfo.point.x, 0, hitinfo.point.z);
                Vector3 gridpos  = TileObject.Instance.transform.position;
                float   tilesize = TileObject.Instance.tileSize;

                hitpos.x = gridpos.x + (int)((hitpos.x - gridpos.x) / tilesize) * tilesize + tilesize * 0.5f;
                hitpos.z = gridpos.z + (int)((hitpos.z - gridpos.z) / tilesize) * tilesize + tilesize * 0.5f;

                GameObject go = data.selectedObject;
                if (go.name.Contains("1"))
                {
                    if (SetPoint(-15))
                    {
                        Defender.Create <Defender>(hitpos, new Vector3(0, 180, 0));
                    }
                }
                else if (go.name.Contains("2"))
                {
                    if (SetPoint(-20))
                    {
                        Defender.Create <Archer>(hitpos, new Vector3(0, 180, 0));
                    }
                }
            }
        }
        m_isSelectedSoldierButton = false;
    }
Exemple #2
0
    // 抬起 "创建防守单位按钮" 创建防守单位
    void OnButCreateDefenderUp(BaseEventData data)
    {
        // 创建射线
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hitinfo;

        // 检测是否与地面相碰撞
        if (Physics.Raycast(ray, out hitinfo, 1000, m_groundlayer))
        {
            // 如果选中的是一个可用的格子
            if (TileObject.Instance.getDataFromPosition(hitinfo.point.x, hitinfo.point.z) == (int)Defender.TileStatus.GUARD)
            {
                // 获得碰撞点位置
                Vector3 hitpos = new Vector3(hitinfo.point.x, 0, hitinfo.point.z);
                // 获得Grid Object坐位位置
                Vector3 gridPos = TileObject.Instance.transform.position;
                // 获得格子大小
                float tilesize = TileObject.Instance.tileSize;
                // 计算出所点击格子的中心位置
                hitpos.x = gridPos.x + (int)((hitpos.x - gridPos.x) / tilesize) * tilesize + tilesize * 0.5f;
                hitpos.z = gridPos.z + (int)((hitpos.z - gridPos.z) / tilesize) * tilesize + tilesize * 0.5f;

                // 获得选择的按钮GameObject,将简单通过按钮名字判断选择了哪个按钮
                GameObject go = data.selectedObject;

                if (go.name.Contains("1")) //如果按钮名字包括“1”
                {
                    if (SetPoint(-15))     // 减15个铜钱,然后创建近战防守单位
                    {
                        Defender.Create <Defender>(hitpos, new Vector3(0, 180, 0));
                    }
                }
                else if (go.name.Contains("2")) // 如果按钮名字包括“2”
                {
                    if (SetPoint(-20))          // 减20个铜钱,然后创建远程防守单位
                    {
                        Defender.Create <Archer>(hitpos, new Vector3(0, 180, 0));
                    }
                }
            }
        }
        m_isSelectedButton = false;
    }
    void OnButCreateDefenderUp(BaseEventData data)    //抬起“创建防守单位按钮”
    {
        print("test 144");
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition); //创建射线
        RaycastHit hitinfo;                                                 //保存射线信息

        print("test 147");
        if (Physics.Raycast(ray, out hitinfo, 1000, m_groundlayer))    //检测是否与地面碰撞
        {
            print("test 150");
            //如果选中一个可用的格子
            if (TileObject.Instance.getDataFromPosition(hitinfo.point.x, hitinfo.point.z) == (int)Defender.TileStatus.GUARD)
            {
                print("test 154");
                Vector3 hitpos  = new Vector3(hitinfo.point.x, 0, hitinfo.point.z); //获得碰撞点位置
                Vector3 gridPos = TileObject.Instance.transform.position;           //获得Grid的坐标位置
                print(gridPos);
                float tilesize = TileObject.Instance.tileSize;                      //获得格子大小
                hitpos.x = gridPos.x + (int)((hitpos.x - gridPos.x) / tilesize) * tilesize + tilesize * 0.5f;
                hitpos.z = gridPos.z + (int)((hitpos.z - gridPos.z) / tilesize) * tilesize + tilesize * 0.5f;
                //计算格子的中心位置
                GameObject go = data.selectedObject; //获得选择按钮
                if (go.name.Contains("1"))           //如果按钮名字包括"1"
                {
                    if (SetMoney(-15))               //减少15块钱,创建近战单位
                    {
                        Defender.Create <Defender>(hitpos, new Vector3(0, 180, 0));
                    }
                }
                else if (go.name.Contains("2"))
                {
                    if (SetMoney(-20))    //减少20块,创建远程单位
                    {
                        Defender.Create <Archer>(hitpos, new Vector3(0, 180, 0));
                    }
                }
            }
        }
        print("test 174");
        m_isSelectedButton = false;
    }
Exemple #4
0
    //抬起创建防守单位按钮
    void OnbutCreateDefendrUp(BaseEventData data)
    {
        Debug.Log(1);
        GameObject go = data.selectedObject;
        //创建射线
        Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
        RaycastHit hitinfo;

        //计算是否与地面相撞
        if (Physics.Raycast(ray, out hitinfo, 1000, m_groundlayer))
        {
            Debug.Log(go.name);
            //如果选中的是个空格子
            if (TileObject.get.getData(hitinfo.point.x, hitinfo.point.z) == (int)Defender.TileStatus.FREE)
            {
                //获得选中位置
                Vector3 pos = new Vector3(hitinfo.point.x, 0, hitinfo.point.z);
                //使位置位于格子中心
                pos.x = (int)pos.x + TileObject.get.tileSize * 0.5f;
                pos.z = (int)pos.z + TileObject.get.tileSize * 0.5f;

                //根据按钮名称创建不同防守单位
                if (go.name.Contains("1")) //创建近战单位
                {
                    if (SetPoint(-15))     //消耗15铜钱
                    {
                        Defender.Create <Defender>(pos, new Vector3(0, 180, 0));
                    }
                }
                else //创建远程单位
                {
                    if (SetPoint(-20))
                    {
                        Defender.Create <Archer>(pos, new Vector3(0, 180, 0));
                    }
                }
            }
        }
        m_isSelectedButton = false;
    }