Exemple #1
0
    protected virtual void OnSceneGUI()
    {
        GoodsMove gm   = (GoodsMove)target;
        EventType type = Event.current.type;

        gm.OnCheck(type);
    }
Exemple #2
0
    public void CreateHouseObject(string name, int nId, Vector2 vec)
    {
        string     str = "Main/Prefab/goods/" + name;
        GameObject obj = Instantiate(Resources.Load(str)) as GameObject;

        obj.transform.position = vec;
        obj.transform.SetParent(m_parent.transform, true);
        GoodsMove gm = (GoodsMove)obj.GetComponent <GoodsMove>();

        gm.InitData(name, nId, this);
    }
Exemple #3
0
    public static List <GoodsTempData> ReadHouseData()
    {
        List <GoodsTempData> gdList   = new List <GoodsTempData>();
        List <string>        str_list = FileManager.GetInstance().ReadFile(Application.dataPath, "mapFile.txt");

        if (int.Parse(str_list[0]) > 0)
        {
            GoodsMove gm = new GoodsMove();
            for (int i = 1; i < str_list.Count; i++)
            {
                string[] str_split = str_list[i].Split('_');
                int      nId       = int.Parse(str_split[1]);
                Vector2  vc        = new Vector2(float.Parse(str_split[2]), float.Parse(str_split[3]));
                gdList.Add(GetGoodsTempData(nId, str_split[0], vc));
            }
        }

        return(gdList);
    }
    void createFloor(string name)
    {
        string str = "";
        int    ft  = 0;

        if (name == "ground")
        {
            str = "Main/Prefab/floor/normal_floor";
            ft  = CType.NORMAL_FLOOR;
        }
        else if (name == "general_floor")
        {
            str = "Main/Prefab/floor/general_floor";
            ft  = CType.GENERAL_FLOOR;
        }
        GameObject obj = Instantiate(Resources.Load(str)) as GameObject;
        GoodsMove  gm  = (GoodsMove)obj.GetComponent <GoodsMove>();

        obj.transform.localScale = new Vector2(4, 4);
        obj.transform.position   = new Vector2(12, 12);
        gm.SetGoodsInfo(obj, GoodsType.FLOOR, ft, m_buildmanager);
    }