//------------------------------------ public void OnClick(NetManager.PlayerType type) { if (!isMoving) { return; } if (type != Args.CircleID.PlayerType) { return; } Args.OnClick_CallBack(Args.CircleID, pool_ID, transform.localScale.x); }
//--------------------------------- public void Init(PlayerInitArg _Player1Arg, PlayerInitArg _Player2Arg, NetManager.PlayerType _currentPlayer) { Player1 = new PlayerArg(); Player2 = new PlayerArg(); currentPlayer = _currentPlayer; Player1.CurrentCirclesCount = _Player1Arg.CurrentCirclesCount; Player1.PlayerType = _Player1Arg.PlayerType; Player1.Scores = _Player1Arg.Scores; Player1.RandomSeed = _Player1Arg.RandomSeed; Player1.FinishHPosition = CircleMoveFinishHPosition; Player1.FinishMove_CallBack = OnFinishMoveCircle; Player1.OnClick_CallBack = OnClickCircle; Player1.Random = new System.Random(Player1.RandomSeed); Player1.CircleSpawnStartPositionLeft = Player1CircleSpawnStartPositionLeft; Player1.CircleSpawnStartPositionRight = Player1CircleSpawnStartPositionRight; Player2.CurrentCirclesCount = _Player2Arg.CurrentCirclesCount; Player2.PlayerType = _Player2Arg.PlayerType; Player2.Scores = _Player2Arg.Scores; Player2.RandomSeed = _Player2Arg.RandomSeed; Player2.FinishHPosition = CircleMoveFinishHPosition; Player2.FinishMove_CallBack = OnFinishMoveCircle; Player2.OnClick_CallBack = OnClickCircle; Player2.Random = new System.Random(Player2.RandomSeed); Player2.CircleSpawnStartPositionLeft = Player2CircleSpawnStartPositionLeft; Player2.CircleSpawnStartPositionRight = Player2CircleSpawnStartPositionRight; int i = 0; if (Player1.CurrentCirclesCount > 0) { i = 0; while (i++ < Player1.CurrentCirclesCount) { Player1.Random.NextDouble(); Player1.Random.NextDouble(); } } if (Player2.CurrentCirclesCount > 0) { i = 0; while (i++ < Player2.CurrentCirclesCount) { Player2.Random.NextDouble(); Player2.Random.NextDouble(); } } isGameStarted = true; StartCoroutine(IE_CircleGeneration()); }