public List <GameObject> effectiveTileObject = new List <GameObject>();//有效节点数组 void Awake() { if (instance == null) { instance = this; } }
public static void SetInstance() { if (instance == null) { instance = (HexNavMapManager)FindObjectOfType(typeof(HexNavMapManager)); } }
// Use this for initialization public void Start() { navMapManager = HexNavMapManager.GetInstance(); GameObject weight = GameObject.Find("HexNavMap"); heroWeight = weight.GetComponent <Weight> (); StartCoroutine(SetAllValue()); //给每个网格的WeightValue赋值 }
// Update is called once per frame void Update() { hexNav = HexNavMapManager.GetInstance(); heroObject = GameObject.Find(hexNav.indexSelectedTile.ToString()); if (heroObject != null) { heroHex = heroObject.GetComponent <HexTile> (); } if (heroHex.unit != null) { hero = heroHex.unit.GetComponent <Hero>(); } }
public void SetState(HexTileState tileState) { state = tileState; // // if(!walkable){ // GetComponent<Renderer>().material=GridManager.GetMatUnwalkable(); // gameObject.SetActive(false); // return; // } // else{ // gameObject.SetActive(true); // } if (state == HexTileState.Default) { GetComponent <Renderer>().material = HexNavMapManager.GetMatNormal(); } else if (state == HexTileState.Selected) { GetComponent <Renderer>().material = HexNavMapManager.GetMatSelected(); } else if (state == HexTileState.Walkable) { GetComponent <Renderer>().material = HexNavMapManager.GetMatWalkable(); } else if (state == HexTileState.Hostile) { GetComponent <Renderer>().material = HexNavMapManager.GetMatHostile(); } else if (state == HexTileState.Range) { GetComponent <Renderer>().material = HexNavMapManager.GetMatRange(); } //if(Application.isPlaying){ //if(state==_TileState.Default) renderer.enabled=false; //else renderer.enabled=true; //renderer.enabled=true; //} }
// Use this for initialization void Start() { //设置屏幕自动旋转, 并置支持的方向 Screen.orientation = ScreenOrientation.Portrait; Screen.autorotateToLandscapeLeft = false; Screen.autorotateToLandscapeRight = false; Screen.autorotateToPortrait = true; Screen.autorotateToPortraitUpsideDown = false; hexNavMapManager = HexNavMapManager.GetInstance(); if (hexNavMapManager) { DeployHero(); //部署英雄,敌人,道具 DeployEnemy(); //部署英雄,敌人,道具 DeployProp(); //部署英雄,敌人,道具 } }
// Use this for initialization void Start() { navMapManager = HexNavMapManager.GetInstance(); }