public void SwitchChessPieceStatue() { int index = (int)m_chessStatue; m_chessStatue = (ChessStatue)(++index % ChessStatus.Length); GFLog.Debug(gameObject.name + " is " + ChessStatus[(int)m_chessStatue]); }
private void OnSelectChessSeat() { if (m_currSelectedChessSeat == null) { return; } if (Input.GetMouseButtonDown(0)) { GFLog.Debug("Drop"); ChessSeat currChessSeat = m_currSelectedChessSeat.GetComponent <ChessSeat>(); currChessSeat.BeginDropEffect(); } }
public void ResetChessPieceObject() { m_chessStatue = ChessStatue.Normal; GFLog.Debug(gameObject.name + " is " + ChessStatus[(int)m_chessStatue]); }
public void SuspendChessPieceObject() { m_chessStatue = ChessStatue.Suspend; GFLog.Debug(gameObject.name + " is " + ChessStatus[(int)m_chessStatue]); }
public void BeginGoalEffect() { GFLog.Debug("Goal Effect"); }
public void BeginDropEffect() { GFLog.Debug("Drop Down"); }
public void ClearPreview() { GFLog.Debug("Clear Preview"); }
public void PreviewEffect(GameObject chessPiece) { GFLog.Debug("Preview"); }