public override void Execute(object data) { ItemArgs e = data as ItemArgs; PlayerMove player = GetView <PlayerMove>(); GameModel gm = GetModel <GameModel>(); UIBoard ui = GetView <UIBoard>(); switch (e.kind) { case ItemKind.invincibleItem: player.HitInvincible(); ui.HitInvincible(); gm.m_Invincible -= e.count; break; case ItemKind.multipleItem: player.HitMultiply(); ui.HitMultiply(); gm.m_Multiple -= e.count; break; case ItemKind.magnetItem: player.HitMagnet(); ui.HitMagnet(); gm.m_Magnet -= e.count; break; } ui.UpdateUI(); }
public override void Execute(object data) { ItemArgs e = data as ItemArgs; PlayerMove player = MVC.GetView <PlayerMove>(); UIBoard uiBoard = MVC.GetView <UIBoard>(); switch (e.M_Kind) { case ItemKind.ItemMagnet: player.HitMagnet(); Game.M_Instance.M_GM.M_Magnet -= e.M_HitCount; uiBoard.HitMagnet(); break; case ItemKind.ItemMultiply: player.HitMultiply(); Game.M_Instance.M_GM.M_Multiply -= e.M_HitCount; uiBoard.HitMultiply(); break; case ItemKind.ItemInvincible: player.HitInvincible(); Game.M_Instance.M_GM.M_Invincible -= e.M_HitCount; uiBoard.HitInvincible(); break; } uiBoard.UpdateUI(); }
public override void Execute(object data) { ItemArgs e = data as ItemArgs; PlayerMove player = GetView <PlayerMove>(); UIBoard uI = GetView <UIBoard>(); GameModel gm = GetModel <GameModel>(); switch (e.kind) { case ItemKind.InvincibleItem: Debug.Log("无敌"); player.HitInvincible(); uI.HitInvincible(); gm.Invincible -= e.hitCount; uI.UpdateUI(); break; case ItemKind.MultiplyItem: Debug.Log("加倍"); player.HitMultiply(); uI.HitMultiply(); gm.Multiply -= e.hitCount; uI.UpdateUI(); break; case ItemKind.MagnetItem: Debug.Log("磁铁"); player.HitMagnet(); uI.HitMagnet(); gm.Magnet -= e.hitCount; uI.UpdateUI(); break; default: break; } }
public override void Excute(object data) { ItemArgs args = data as ItemArgs; PlayerMove playerMove = GetView <PlayerMove>(); GameModel gameModel = GetModel <GameModel>(); UIBoard ui = GetView <UIBoard>(); switch (args.itemKind) { case ItemKind.ItemMagnet: //道具使用 playerMove.HitMagnet(); gameModel.Magnet -= args.spendCount; // 道具技能时间的显示 ui.HitMagnet(); break; case ItemKind.ItemMultiply: playerMove.HitMultiply(); gameModel.Multiply -= args.spendCount; ui.HitMultiply(); break; case ItemKind.ItemInvincible: playerMove.HitInvinvible(); gameModel.Invincible -= args.spendCount; ui.HitInvinvible(); break; default: break; } ui.UpdateUI(); }