Exemple #1
0
 /// <summary>
 /// 移动自己的单位
 /// </summary>
 /// <param name="originalCtral"></param>
 /// <param name="movepointctrl"></param>
 /// <param name="armyCard"></param>
 /// <param name="armyPrefab"></param>
 private void moveArmy(ref MapPointCtrl originalCtral, ref MapPointCtrl movepointctrl, CardDto armyCard, ref GameObject armyPrefab)
 {
     if (armyCard.MoveType == ArmyMoveType.LAND)
     {
         //如果是陆地单位
         //设置陆地单位
         //movepointctrl.SetLandArmy(armyPrefab);
         movepointctrl.MoveLandArmy(ref armyPrefab, armyCard.Race, armyCard.Name, true);
         //movepointctrl.LandArmyRace = armyCard.Race;
         //movepointctrl.LandArmyName = armyCard.Name;
         //移除原来地块上的兵种
         removeArmy(ref originalCtral, armyCard);
         //向服务器发送消息
         mapMoveDto.Change(originalCtral.mapPoint, movepointctrl.mapPoint, armyCard.MoveType);
         socketMsg.Change(OpCode.FIGHT, FightCode.MAP_ARMY_MOVE_CREQ, mapMoveDto);
         Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);
     }
     else if (armyCard.MoveType == ArmyMoveType.SKY)
     {
         //如果是飞行单位
         //设置飞行单位
         //movepointctrl.SetSkyArmy(armyPrefab);
         movepointctrl.MoveSkyArmy(ref armyPrefab, armyCard.Race, armyCard.Name, true);
         //movepointctrl.SkyArmyRace = armyCard.Race;
         //movepointctrl.SkyArmyName = armyCard.Name;
         //移除原来地块上的兵种
         removeArmy(ref originalCtral, armyCard);
         //向服务器发送消息
         mapMoveDto.Change(originalCtral.mapPoint, movepointctrl.mapPoint, armyCard.MoveType);
         socketMsg.Change(OpCode.FIGHT, FightCode.MAP_ARMY_MOVE_CREQ, mapMoveDto);
         Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);
     }
 }
 public void Change(MapPointCtrl originalPointctral, MapPointCtrl mapPointCtrl, CardDto cardDto, GameObject armyPrefab)
 {
     OriginalMappointCtral = originalPointctral;
     this.mapPointCtrl     = mapPointCtrl;
     this.cardDto          = cardDto;
     this.armyPrefab       = armyPrefab;
 }
Exemple #3
0
    /// <summary>
    /// 获取防御和攻击兵种的信息
    /// </summary>
    private void getArmy(out ArmyCtrl defenseCtrl, out OtherArmyCtrl attackCtrl, MapAttackDto mapAttackDto)
    {
        //镜像对称
        int totalX = 12;
        int totalZ = 8;

        MapPoint     attackpoint      = new MapPoint(totalX - mapAttackDto.AttacklMapPoint.X, totalZ - mapAttackDto.AttacklMapPoint.Z);
        MapPoint     defensepoint     = new MapPoint(totalX - mapAttackDto.DefenseMapPoint.X, totalZ - mapAttackDto.DefenseMapPoint.Z);;
        int          attackmovetype   = mapAttackDto.AttackMoveType;
        int          defensemovetype  = mapAttackDto.DefenseMoveType;
        MapPointCtrl attackPointCtrl  = null;
        MapPointCtrl defensePointCtrl = null;

        //OtherArmyCtrl attackCtrl;
        //ArmyCtrl defenseCtrl;

        foreach (var item in MapManager.mapPointCtrls)
        {
            if (item.mapPoint.X == attackpoint.X && item.mapPoint.Z == attackpoint.Z)
            {
                attackPointCtrl = item;
            }
            else if (item.mapPoint.X == defensepoint.X && item.mapPoint.Z == defensepoint.Z)
            {
                defensePointCtrl = item;
            }

            if (attackPointCtrl != null && defensePointCtrl != null)
            {
                break;
            }
        }

        if (attackmovetype == ArmyMoveType.LAND && attackPointCtrl.LandArmy != null)
        {
            attackCtrl = attackPointCtrl.LandArmy.GetComponent <OtherArmyCtrl>();
        }
        else if (attackmovetype == ArmyMoveType.SKY && attackPointCtrl.SkyArmy != null)
        {
            attackCtrl = attackPointCtrl.SkyArmy.GetComponent <OtherArmyCtrl>();
        }
        else
        {
            attackCtrl = null;
        }

        if (defensemovetype == ArmyMoveType.LAND && defensePointCtrl.LandArmy != null)
        {
            defenseCtrl = defensePointCtrl.LandArmy.GetComponent <ArmyCtrl>();
        }
        else if (defensemovetype == ArmyMoveType.SKY && defensePointCtrl.SkyArmy != null)
        {
            defenseCtrl = defensePointCtrl.SkyArmy.GetComponent <ArmyCtrl>();
        }
        else
        {
            defenseCtrl = null;
        }
    }
Exemple #4
0
    /// <summary>
    /// 选择防御兵种
    /// </summary>
    /// <returns></returns>
    private IEnumerator selectDenfenseArmy()
    {
        if (clickMapPointCtrl == null)
        {
            yield break;
        }
        if (armyCtrl.armyState.MoveType == ArmyMoveType.LAND && clickMapPointCtrl.LandArmy != null)
        {
            //如果攻击方是陆地单位
            if (clickMapPointCtrl.LandArmy != armyCtrl.ArmyPrefab)
            {
                //如果攻击的不是自己
                defenseArmy = clickMapPointCtrl.LandArmy.GetComponent <OtherArmyCtrl>();
            }
        }
        else if (armyCtrl.armyState.MoveType == ArmyMoveType.SKY && clickMapPointCtrl != null && clickMapPointCtrl.LandArmy != null && clickMapPointCtrl.SkyArmy != null)
        {
            if (clickMapPointCtrl.SkyArmy != armyCtrl.ArmyPrefab)
            {
                //如果攻击方是飞行单位,且地图点上同时有陆地和飞行单位
                MapPointCtrl mapPointCtrl = clickMapPointCtrl;
                Dispatch(AreoCode.UI, UIEvent.SHOW_SELECT_ATTACK_PANEL, true);
                yield return(new WaitUntil(isSetDefenseArmyType));

                //打开面板后会清空选择的地图点控制器
                clickMapPointCtrl = mapPointCtrl;

                if (defenseArmyType == ArmyMoveType.LAND)
                {
                    defenseArmy = clickMapPointCtrl.LandArmy.GetComponent <OtherArmyCtrl>();
                }
                else if (defenseArmyType == ArmyMoveType.SKY)
                {
                    defenseArmy = clickMapPointCtrl.SkyArmy.GetComponent <OtherArmyCtrl>();
                }

                defenseArmyType = -1;
            }
        }
        else if (armyCtrl.armyState.MoveType == ArmyMoveType.SKY && clickMapPointCtrl.LandArmy != null)
        {
            //如果攻击方位飞行单位,且地图点上只有陆地单位
            if (armyCtrl.ArmyPrefab != clickMapPointCtrl.SkyArmy)
            {
                defenseArmy = clickMapPointCtrl.LandArmy.GetComponent <OtherArmyCtrl>();
            }
        }
        else if (armyCtrl.armyState.MoveType == ArmyMoveType.SKY && clickMapPointCtrl.SkyArmy != null)
        {
            //如果攻击方位飞行单位,且地图点上只有飞行单位
            if (armyCtrl.ArmyPrefab != clickMapPointCtrl.SkyArmy)
            {
                defenseArmy = clickMapPointCtrl.SkyArmy.GetComponent <OtherArmyCtrl>();
            }
        }
    }
Exemple #5
0
    /// <summary>
    /// 兵种移动
    /// </summary>
    private void Move()
    {
        if (Input.GetMouseButtonDown(0) && isSelect && iscanMove)
        {
            if (!EventSystem.current.IsPointerOverGameObject())
            {
                //如果不在UI上
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                bool       isCollider = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MapPoint"));
                if (isCollider)
                {
                    //List<MapPointCtrl> canMovePointCtrls = GetCanMoveMapPoint();
                    canMovePointCtrls = GetCanMoveMapPoint();
                    MapPointCtrl movePointctrl = hit.collider.gameObject.GetComponent <MapPointCtrl>();
                    if (canMove(canMovePointCtrls, movePointctrl))
                    {
                        //如果可以移动
                        //移动
                        moveMessage.Change(ArmymapPointCtrl, movePointctrl, ArmyCard, ArmyPrefab);
                        Dispatch(AreoCode.MAP, MapEvent.MOVE_MY_ARMY, ref moveMessage);
                        //将颜色变为原来的
                        setMappointCtrlColor(canMovePointCtrls);
                        //改变所在所在地图点控制器
                        ArmymapPointCtrl = movePointctrl;
                        mapPoint         = movePointctrl.mapPoint;
                        //更新单位所在地图点
                        armyState.Position = movePointctrl.mapPoint;
                        //更新可攻击点
                        canAttckPoint = MapAttackType.Instance.GetAttakRange(armyState);
                        canAttckPointCtrls.Clear();//清空原先可攻击点
                        foreach (var point in canAttckPoint)
                        {
                            foreach (var item in MapManager.mapPointCtrls)
                            {
                                if (item.mapPoint.X == point.X && item.mapPoint.Z == point.Z)
                                {
                                    canAttckPointCtrls.Add(item);
                                    break;
                                }
                            }
                        }

                        //移动完后无需再屏蔽
                        foreach (var item in MyArmyCtrlManager.Instance.CardCtrllist)
                        {
                            item.canBeSeletced = true;//所有单位可交互
                        }
                        //本回合不能再移动
                        CanturnMove = false;
                    }
                }
            }
        }
    }
Exemple #6
0
 private void removeArmy(ref MapPointCtrl Originalpointctrl, CardDto armyCard)
 {
     if (armyCard.MoveType == ArmyMoveType.LAND)
     {
         //陆地单位
         Originalpointctrl.RemoveLandArmy();
     }
     else if (armyCard.MoveType == ArmyMoveType.SKY)
     {
         Originalpointctrl.RemoveSkyArmy();
     }
 }
Exemple #7
0
    public void Init(CardDto cardDto, MapPointCtrl mapPointCtrl, GameObject armyPrefab)
    {
        ArmyCard = cardDto;

        ArmymapPointCtrl = mapPointCtrl;

        mapPoint = ArmymapPointCtrl.mapPoint;

        ArmyPrefab = armyPrefab;

        //renderer = ArmyPrefab.gameObject.GetComponent<Renderer>();

        setArmyState(cardDto);

        armyState.Position = mapPoint;
        canAttckPoint      = MapAttackType.Instance.GetAttakRange(armyState);
        foreach (var point in canAttckPoint)
        {
            foreach (var item in MapManager.mapPointCtrls)
            {
                if (item.mapPoint.X == point.X && item.mapPoint.Z == point.Z)
                {
                    canAttckPointCtrls.Add(item);
                    break;
                }
            }
        }

        //canAttckPoint = GetAttakRange(armyState);

        if (armyState.Class == ArmyClassType.Ordinary)
        {
            //如果是普通兵种
            canAttack = true;
            //isAttack = false;
            //isShowAttackButton = true;
        }
        else
        {
            //其他兵种
            canAttack = false;
            //isAttack = false;
        }
    }
Exemple #8
0
    /// <summary>
    /// 判断选择的地图点控制器是否为空
    /// </summary>

    /*private System.Func<bool> isclickMapPointCtrlnull =
     *  () =>
     *  {
     *      if(clickMapPointCtrl != null)
     *      {
     *          return true;
     *      }
     *      return false;
     *  };
     *
     * private System.Func<bool> isArmycanAttack =
     *  () =>
     *  {
     *      if(armyCtrl.Attack(clickMapPointCtrl, clickMapPointCtrl.gameObject.GetComponent<OtherArmyCtrl>()))
     *      {
     *          return true;
     *      }
     *      return false;
     *  };*/

    /// <summary>
    /// 获取点击的地图点控制器
    /// </summary>
    /// <returns></returns>
    private MapPointCtrl GetMapPointCtrl()
    {
        if (Input.GetMouseButtonDown(0))
        {
            if (!EventSystem.current.IsPointerOverGameObject())
            {
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                bool       isCollider = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MapPoint"));
                if (isCollider)
                {
                    MapPointCtrl mapPointCtrl = hit.collider.GetComponent <MapPointCtrl>();
                    //StartCoroutine(selectDenfenseArmy());
                    return(mapPointCtrl);
                }
            }
        }
        return(null);
    }
Exemple #9
0
    /// <summary>
    /// 判断兵种是否可以向指定地图点移动
    /// </summary>
    /// <param name="canMovePointCtrls"></param>
    /// <param name="movePointctrl"></param>
    /// <returns></returns>
    private bool canMove(List <MapPointCtrl> canMovePointCtrls, MapPointCtrl movePointctrl)
    {
        bool canmove = false;

        foreach (var item in canMovePointCtrls)
        {
            if (movePointctrl.mapPoint.X == item.mapPoint.X && movePointctrl.mapPoint.Z == item.mapPoint.Z)
            {
                if (ArmyCard.MoveType == ArmyMoveType.LAND && item.LandArmy == null)
                {
                    //如果是陆地单位,且要移动到的地图点没有陆地单位
                    canmove = true;
                }
                else if (ArmyCard.MoveType == ArmyMoveType.SKY && item.SkyArmy == null)
                {
                    //如果是飞行单位,且要移动到的地图点没有飞行点位
                    canmove = true;
                }
                break;
            }
        }
        return(canmove);
    }
Exemple #10
0
    /// <summary>
    /// 处理其他人的兵种移动
    /// </summary>
    /// <param name="mapMoveDto"></param>
    private void processMoveOtherArmy(MapMoveDto mapMoveDto)
    {
        //镜像对称
        int totalX = 12;
        int totalZ = 8;

        int Originalx = mapMoveDto.OriginalMapPoint.X;
        int Originalz = mapMoveDto.OriginalMapPoint.Z;

        int MoveX = mapMoveDto.MoveMapPoint.X;
        int MoveZ = mapMoveDto.MoveMapPoint.Z;

        int OtherOriginalx = totalX - Originalx;
        int OtherOriginalz = totalZ - Originalz;//对方兵种真实位置
        int OtherMoveX     = totalX - MoveX;
        int OtherMoveZ     = totalZ - MoveZ;

        MapPointCtrl  OriginalPointCtrl = null;
        MapPointCtrl  MovePointCtrl     = null;
        GameObject    Army          = null;
        OtherArmyCtrl otherArmyCtrl = null;

        foreach (var item in MapManager.mapPointCtrls)
        {
            if (item.mapPoint.X == OtherOriginalx && item.mapPoint.Z == OtherOriginalz)
            {
                OriginalPointCtrl = item;
            }
            else if (item.mapPoint.X == OtherMoveX && item.mapPoint.Z == OtherMoveZ)
            {
                MovePointCtrl = item;
            }

            if (OriginalPointCtrl != null && MovePointCtrl != null)
            {
                break;
            }
        }


        //fixbug已解决 只通过坐标选择了敌方单位
        foreach (var item in OtherArmyCtrlManager.OtherArmyCtrlList)
        {
            if (item.transform.position.x == OtherOriginalx && item.transform.position.z == OtherOriginalz &&
                item.armyState.MoveType == mapMoveDto.MoveType)
            {
                Army          = item.gameObject;
                otherArmyCtrl = Army.GetComponent <OtherArmyCtrl>();
            }
        }

        if (mapMoveDto.MoveType == ArmyMoveType.LAND)
        {
            //如果是陆地单位
            OriginalPointCtrl.RemoveLandArmy();
            MovePointCtrl.MoveLandArmy(ref Army, otherArmyCtrl.armyState.Race, otherArmyCtrl.armyState.Name, false);
            otherArmyCtrl.Move(MovePointCtrl.mapPoint, MovePointCtrl);
        }
        else if (mapMoveDto.MoveType == ArmyMoveType.SKY)
        {
            OriginalPointCtrl.RemoveSkyArmy();
            MovePointCtrl.MoveSkyArmy(ref Army, otherArmyCtrl.armyState.Race, otherArmyCtrl.armyState.Name, false);
            otherArmyCtrl.Move(MovePointCtrl.mapPoint, MovePointCtrl);
        }
    }
Exemple #11
0
 public MapMoveMessage(MapPointCtrl mapPointCtrl, CardDto cardDto, GameObject armyPrefab)
 {
     this.mapPointCtrl = mapPointCtrl;
     this.cardDto      = cardDto;
     this.armyPrefab   = armyPrefab;
 }
Exemple #12
0
 /// <summary>
 /// 初始化兵种属性
 /// </summary>
 /// <param name="race"></param>
 /// <param name="name"></param>
 public void Init(int race, int name, MapPointCtrl mapPointCtrl)
 {
     isSelect = false;
     setArmyState(race, name);
     OtherMapPintctrl = mapPointCtrl;
 }
Exemple #13
0
 public void Move(MapPoint mapPoint, MapPointCtrl mapPointCtrl)
 {
     armyState.Position = mapPoint;
     OtherMapPintctrl   = mapPointCtrl;
 }
Exemple #14
0
 // Update is called once per frame
 void Update()
 {
     clickMapPointCtrl = GetMapPointCtrl();
     //StartCoroutine(selectDenfenseArmy());
 }
Exemple #15
0
    public bool Attack(MapPointCtrl defensemapPointCtrl, OtherArmyCtrl defenseArmy)
    {
        if (defenseArmy == null)
        {
            return(false);
        }

        bool canAttackPoint = false;             //是否能攻击地图点上的兵种
        int  attackSpace    = ArmyMoveType.NONE; //攻击陆地1 攻击飞行2

        if (defenseArmy.armyState.Name == defensemapPointCtrl.LandArmyName)
        {
            attackSpace = ArmyMoveType.LAND;
        }
        else
        {
            attackSpace = ArmyMoveType.SKY;
        }

        if (canAttack)
        {
            //如果能攻击
            foreach (var item in canAttckPoint)
            {
                if (item.X == defensemapPointCtrl.mapPoint.X && item.Z == defensemapPointCtrl.mapPoint.Z)
                {
                    //canAttack = true;
                    canAttackPoint = true;
                    break;
                }
            }

            if (canAttackPoint && attackSpace == ArmyMoveType.LAND)
            {
                //如果攻击陆地兵种

                //改变状态
                //isAttack = true;
                //isShowAttackButton = false;
                canAttack = false;
                //TODO 播放攻击动画
                //向服务器发送攻击消息
                attackDto.Change(mapPoint, defensemapPointCtrl.mapPoint, armyState.MoveType, defenseArmy.armyState.MoveType);
                socketMsg.Change(OpCode.FIGHT, FightCode.ARMY_ATTACK_CREQ, attackDto);
                Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);

                return(true);
            }
            else if (canAttackPoint && attackSpace == ArmyMoveType.SKY)
            {
                //如果攻击飞行兵种
                //改变状态
                canAttack = false;
                //isShowAttackButton = false;
                //TODO 播放攻击动画
                //向服务器发送攻击消息
                attackDto.Change(mapPoint, defensemapPointCtrl.mapPoint, armyState.MoveType, defenseArmy.armyState.MoveType);
                socketMsg.Change(OpCode.FIGHT, FightCode.ARMY_ATTACK_CREQ, attackDto);
                Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);

                return(true);
            }
        }

        return(false);
    }
Exemple #16
0
    /// <summary>
    /// 处理设置其他人放置兵种
    /// </summary>
    /// <param name="mapPointDto"></param>
    private void processSetOtherArmy(MapPointDto mapPointDto)
    {
        //镜像对称
        int totalX = 12;
        int totalZ = 8;

        int x = mapPointDto.mapPoint.X;
        int z = mapPointDto.mapPoint.Z;

        int otherx = totalX - x;
        int otherz = totalZ - z;//对方兵种真实位置

        MapPointCtrl mapPointCtrl = null;
        GameObject   prefab;

        foreach (var item in MapManager.mapPointCtrls)
        {
            if (item.mapPoint.X == otherx && item.mapPoint.Z == otherz)
            {
                mapPointCtrl = item;
                break;
            }
        }

        //fixbug 放置第二个单位时会额外放置第一个单位
        if (mapPointCtrl)
        {
            //传送的地图数据陆地单位不为空,且该地块上单位为空
            if (mapPointDto.LandArmyRace != -1 && mapPointCtrl.LandArmyRace == -1)
            {
                //陆地单位
                mapPointCtrl.mapPoint.X   = otherx;
                mapPointCtrl.mapPoint.Z   = otherz;
                mapPointCtrl.LandArmyRace = mapPointDto.LandArmyRace;
                mapPointCtrl.LandArmyName = mapPointDto.LandArmyName;
                setArmyPrefab(mapPointCtrl.LandArmyRace, mapPointCtrl.LandArmyName, out prefab);

                GameObject army = mapPointCtrl.SetLandArmy(prefab, false);
                //初始化敌方兵种信息
                army.gameObject.GetComponent <OtherArmyCtrl>().Init(mapPointDto.LandArmyRace, mapPointDto.LandArmyName, mapPointCtrl);
                army.gameObject.GetComponent <OtherArmyCtrl>().armyState.Position = new Protocol.Constants.Map.MapPoint(otherx, otherz);
                //army.gameObject.GetComponent<OtherArmyCtrl>().armyState.CanFly = false;
                army.gameObject.GetComponent <OtherArmyCtrl>().armyState.MoveType = ArmyMoveType.LAND;
                mapPointCtrl.UpdateLandArmy(army);
                //向其他人添加兵种
                Dispatch(AreoCode.ARMY, ArmyEvent.ADD_OTHER_ARMY, army);
            }
            if (mapPointDto.SkyArmyRace != -1 && mapPointCtrl.SkyArmyRace == -1)
            {
                //飞行单位
                mapPointCtrl.mapPoint.X  = otherx;
                mapPointCtrl.mapPoint.Z  = otherz;
                mapPointCtrl.SkyArmyRace = mapPointDto.SkyArmyRace;
                mapPointCtrl.SkyArmyName = mapPointDto.SkyArmyName;
                setArmyPrefab(mapPointCtrl.SkyArmyRace, mapPointCtrl.SkyArmyName, out prefab);

                GameObject army = mapPointCtrl.SetSkyArmy(prefab, false);

                //初始化敌方兵种信息
                army.gameObject.GetComponent <OtherArmyCtrl>().Init(mapPointDto.SkyArmyRace, mapPointDto.SkyArmyName, mapPointCtrl);
                army.gameObject.GetComponent <OtherArmyCtrl>().armyState.Position = new Protocol.Constants.Map.MapPoint(otherx, otherz);
                army.gameObject.GetComponent <OtherArmyCtrl>().armyState.MoveType = ArmyMoveType.SKY;
                mapPointCtrl.UpdateSkyArmy(army);
                Dispatch(AreoCode.ARMY, ArmyEvent.ADD_OTHER_ARMY, army);
            }
        }
    }
Exemple #17
0
    /// <summary>
    /// 地图上设置兵种
    /// </summary>
    private void Build()
    {
        if (Input.GetMouseButtonDown(0))
        {
            if (!EventSystem.current.IsPointerOverGameObject())
            {
                //没有点在UI上
                Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;

                /*bool hasArmy = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MyArmy"));
                 * Queue<Collider> colliders = new Queue<Collider>();
                 * while (hasArmy)
                 * {
                 *  Collider collider = hit.collider.GetComponent<Collider>();
                 *  collider.enabled = false;
                 *  colliders.Enqueue(collider);
                 *  hasArmy = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MapPoint"));
                 * }*/

                bool isCollider = Physics.Raycast(ray, out hit, 1000, LayerMask.GetMask("MapPoint"));
                if (isCollider)
                {
                    turnDelegate.Invoke(ref TurnCount);//获取回合数
                    MapPointCtrl mapPointCtrl = hit.collider.GetComponent <MapPointCtrl>();
                    if (selectArmyCard != null && armyPrefab != null)
                    {
                        if (selectArmyCard.Class == ArmyClassType.Hero && hit.collider.tag != "BossStart")
                        {
                            //如果是英雄单位只能箭头处
                            Dispatch(AreoCode.UI, UIEvent.PROMPT_PANEL_EVENTCODE, "英雄单位只能箭头处");
                            return;
                        }
                        else if (selectArmyCard.Class != ArmyClassType.Hero && hit.collider.tag == "BossStart")
                        {
                            Dispatch(AreoCode.UI, UIEvent.PROMPT_PANEL_EVENTCODE, "非英雄单位不能箭头处");
                            return;
                        }

                        if (TurnCount <= 1)
                        {
                            if (hit.collider.tag != "StartAreo" && hit.collider.tag != "Winline" && hit.collider.tag != "BossStart")
                            {
                                //如果第一回合不在屯兵区放置
                                Dispatch(AreoCode.UI, UIEvent.PROMPT_PANEL_EVENTCODE, "初始阶段只能后三排");
                                return;
                            }
                        }
                        else
                        {
                            if (hit.collider.tag != "StartAreo" && hit.collider.tag != "Winline" && hit.collider.tag != "BossStart" && hit.collider.tag != "FeatureArea")
                            {
                                Dispatch(AreoCode.UI, UIEvent.PROMPT_PANEL_EVENTCODE, "只能放置在后五排");
                                return;
                            }
                        }

                        switch (selectArmyCard.MoveType)
                        {
                        case ArmyMoveType.LAND:    //陆地单位
                            if (mapPointCtrl.HasLandArmy())
                            {
                                Dispatch(AreoCode.UI, UIEvent.PROMPT_PANEL_EVENTCODE, "此处已有陆地单位");
                                return;
                            }
                            //放置陆地单位
                            GameObject army;
                            army = mapPointCtrl.SetLandArmy(armyPrefab, true);
                            mapPointCtrl.LandArmyRace = selectArmyCard.Race;
                            mapPointCtrl.LandArmyName = selectArmyCard.Name;
                            //向我的兵种控制器集合添加兵种管理器
                            ArmyCtrl armyctrl = army.GetComponent <ArmyCtrl>();

                            armyctrl.Init(selectArmyCard, mapPointCtrl, army);
                            armyctrl.armyState.MoveType = (ushort)selectArmyCard.MoveType;
                            //更新地图点控制器
                            mapPointCtrl.UpdateLandArmy(army);
                            myArmyCtrls.Add(armyctrl);

                            //向发送发送出牌消息,让其他人消除卡牌
                            socketMsg.Change(OpCode.FIGHT, FightCode.DEAL_ARMYCARD_CREQ, selectArmyCard);
                            Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);
                            //移除卡牌
                            Dispatch(AreoCode.CHARACTER, CharacterEvent.REMOVE_MY_CARDS, selectArmyCard);
                            //向服务器发送消息
                            pointDto.Change(mapPointCtrl.mapPoint, mapPointCtrl.LandArmyRace, mapPointCtrl.LandArmyName, mapPointCtrl.SkyArmyRace, mapPointCtrl.SkyArmyName);
                            socketMsg.Change(OpCode.FIGHT, FightCode.MAP_SET_ARMY_CREQ, pointDto);
                            Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);
                            //向发送发送出牌消息,让其他人消除卡牌
                            //socketMsg.Change(OpCode.FIGHT, FightCode.DEAL_CARD_CREQ, "出牌请求");
                            //socketMsg.Change(OpCode.FIGHT, FightCode.DEAL_ARMYCARD_CREQ, selectArmyCard);
                            //Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);
                            break;

                        case ArmyMoveType.SKY:
                            if (mapPointCtrl.HasSkyArmy())
                            {
                                Dispatch(AreoCode.UI, UIEvent.PROMPT_PANEL_EVENTCODE, "此处已有飞行单位");
                                return;
                            }
                            //放置飞行单位
                            army = mapPointCtrl.SetSkyArmy(armyPrefab, true);
                            //mapPointCtrl.SkyArmyCard = selectArmyCard;
                            mapPointCtrl.SkyArmyRace = selectArmyCard.Race;
                            mapPointCtrl.SkyArmyName = selectArmyCard.Name;

                            //向我的兵种控制器集合添加兵种管理器
                            armyctrl = army.GetComponent <ArmyCtrl>();

                            armyctrl.Init(selectArmyCard, mapPointCtrl, army);
                            armyctrl.armyState.MoveType = (ushort)selectArmyCard.MoveType;
                            //更新地图点控制器
                            mapPointCtrl.UpdateSkyArmy(army);
                            myArmyCtrls.Add(armyctrl);

                            //向发送发送出牌消息,让其他人消除卡牌
                            socketMsg.Change(OpCode.FIGHT, FightCode.DEAL_ARMYCARD_CREQ, selectArmyCard);
                            Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);
                            //移除卡牌
                            Dispatch(AreoCode.CHARACTER, CharacterEvent.REMOVE_MY_CARDS, selectArmyCard);
                            //向服务器发送消息
                            pointDto.Change(mapPointCtrl.mapPoint, mapPointCtrl.LandArmyRace, mapPointCtrl.LandArmyName, mapPointCtrl.SkyArmyRace, mapPointCtrl.SkyArmyName);
                            socketMsg.Change(OpCode.FIGHT, FightCode.MAP_SET_ARMY_CREQ, pointDto);
                            Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);

                            /*//向发送发送出牌消息,让其他人消除卡牌
                             * socketMsg.Change(OpCode.FIGHT, FightCode.DEAL_ARMYCARD_CREQ, selectArmyCard);
                             * Dispatch(AreoCode.NET, NetEvent.SENDMSG, socketMsg);*/

                            break;
                        }

                        /*while(colliders.Count != 0)
                         * {
                         *  colliders.Dequeue().enabled = true;
                         * }*/
                        foreach (var item in MyArmyCtrlManager.Instance.CardCtrllist)
                        {
                            item.canBeSeletced = true;//所有单位可交互
                        }
                    }
                }
            }
        }
    }