public static bool AskForMapGridDeep(int SceneID, MapStations m, int StaionsDeep, LifeMCamp Camp, DIR dir, SEARCHAGT ST, ref Int2 Pos, ref int Deep) { if (ST == SEARCHAGT.SAGTY_HD) { return(AskForMapGridDeepHD(SceneID, m, StaionsDeep, Camp, dir, ref Pos, ref Deep)); } else if (ST == SEARCHAGT.SAGTY_THDA) { return(AskForMapGridDeepAttack(SceneID, m, StaionsDeep, Camp, dir, ref Pos, ref Deep)); } else if (ST == SEARCHAGT.SAGTY_POLL) { return(AskForMapGridDeepPoll(SceneID, m, StaionsDeep, Camp, dir, ref Pos, ref Deep)); } else { return(false); } }
//申请格子,防止表现途中跟墙穿帮。 //如诺都不满足,则使用2墙中间的格子。 public static bool AskForMapGrid(ref MapStations m, DIR dir) { if (m == null || m is MapStair) { Debug.Log("MapStations is 非法"); return(false); } MapGrid n = m as MapGrid; if (n.PropStations == StationsProp.ATTACK) { return(true); } else { m = n.GetNextAttackStation(dir); if (m != null) { return(true); } else { return(false); } } }
/// <summary> /// 轮询获取下一个给子 /// </summary> private static void GetNASPoll(ref MapGrid l, ref MapGrid r, ref DIR dir, ref MapGrid m) { if (dir == DIR.LEFT) { if (l != null) { l = l.GetNextAttackStation(dir); } m = l; dir = DIR.RIGHT; } else if (dir == DIR.RIGHT) { if (r != null) { r = r.GetNextAttackStation(dir); } m = r; dir = DIR.LEFT; } else { m = null; } }
public void Turn(bool right, Action onComplete) { var turn = right ? _turnRight : _turnLeft; transform.DOBlendableRotateBy(turn, .3f) .SetEase(Ease.InOutCirc) .OnComplete(() => onComplete?.Invoke()); switch (_heading) { case DIR.North: _heading = right ? DIR.East : DIR.West; break; case DIR.East: _heading = right ? DIR.South : DIR.North; break; case DIR.South: _heading = right ? DIR.West : DIR.East; break; case DIR.West: _heading = right ? DIR.North : DIR.South; break; default: return; } }
private void ItlUpdateDirection() { DIR eCurrDir = ItlGetDirFromInput(); if (m_eDir == DIR.IDLE && // currently idle eCurrDir != DIR.IDLE && // want to jump !m_bPrevKeyPressed && // jump only allowed if previously no key was pressed m_pBeatMaster.NearestBeat > m_iLastJumpedBeat) // jump only allowed once per beat { if (m_pBeatMaster.allowsJump()) // Check if the beatmaster allows us to jump { if (m_iLockedBeat != m_pBeatMaster.NearestBeat) // check if movement is not locked { //Debug.Log("--- JUMP BEGIN"); m_pAnimator.SetTrigger(JUMP); m_eDir = eCurrDir; // change direction m_iLastJumpedBeat = m_pBeatMaster.NearestBeat; // set last beat where pete jumped ItlSetRotationFromDir(); // apply the rotation corresponding to the current direction } } else { m_iLockedBeat = m_pBeatMaster.NextBeat; } if (m_eDir != DIR.IDLE) { m_pGridMaster.OnDiscoPeteLeavesTile(this, Mathf.FloorToInt(transform.position.x + 0.5f), Mathf.FloorToInt(transform.position.z + 0.5f)); } } m_bPrevKeyPressed = (eCurrDir != DIR.IDLE); }
public void LoadConfig(string filename) { if (File.Exists(filename)) { Clear(); StreamReader sr = new StreamReader(filename); string result = sr.ReadToEnd(); sr.Close(); string kq = RC2.DecryptString(result, Form_QD._key, Form_QD._iv, Form_QD._padMode, Form_QD._opMode); StringReader stringReader = new StringReader(kq); ReadXml(stringReader); stringReader.Close(); } if (DTB.Rows.Count == 0) { DTB.AddDTBRow("", ""); } if (DIR.Rows.Count == 0) { DIR.AddDIRRow("", ""); } if (SYS.Rows.Count == 0) { SYS.AddSYSRow("", "", "", false); } }
/// <summary> /// Drops in the portal if there is a surface around the chunk World Coordinate. /// </summary> /// <param name="normalDir">Normal direction.</param> /// <param name="chunkCoord">Chunk coordinate.</param> /// <param name="threshold">Threshold.</param> void spawnPortal(Vector3 chunkCoord, float threshold = 0.6f, float floorHieght = 0f) { DIR normalDir = DIR.DIR_UP; //Chunks chunkCenter = vxe.getChunkFromPt (chunkCoord); //Vec3Int chunkVxCoord = vxe.getChunkCoords (chunkCoord); int surfaceCount = 0; bool[] isChunkSurface = new bool[directions.Length]; Chunks chunk; for (int i = 0; i < isChunkSurface.Length; i++) { //chunksAround [i] = vxe.getChunkFromPt (chunkVxCoord + ); chunk = vxe.getChunkFromPt(chunkCoord + directions [i] * 0.1f); isChunkSurface [i] = vxe.isChunkASurface(normalDir, chunk, threshold); if (isChunkSurface [i]) { surfaceCount++; } } if (surfaceCount > 5) { Vector3 pos = new Vector3(chunkCoord.x, floorHieght, chunkCoord.z); portal.transform.position = chunkCoord; portal.SetActive(true); } //vxe.isChunkASurface (normalDir, chunkCenter, threshold); }
private DIR ItlGetDirFromInput() { DIR eDir = DIR.IDLE; float fHorizontal = Input.GetAxisRaw("Horizontal"); float fVertical = Input.GetAxisRaw("Vertical"); if (fHorizontal > Mathf.Epsilon) { //Debug.Log("DIR.RIGHT"); eDir = DIR.RIGHT; } else if (fHorizontal < -Mathf.Epsilon) { //Debug.Log("DIR.LEFT"); eDir = DIR.LEFT; } else if (fVertical > Mathf.Epsilon) { //Debug.Log("DIR.UP"); eDir = DIR.UP; } else if (fVertical < -Mathf.Epsilon) { //Debug.Log("DIR.DOWN"); eDir = DIR.DOWN; } return(eDir); }
public GameObject GetConnectedMasuObject(DIR _dir) { GameObject ret = null; switch (_dir) { case DIR.UP: ret = up; break; case DIR.DOWN: ret = down; break; case DIR.LEFT: ret = left; break; case DIR.RIGHT: ret = right; break; default: break; } return(ret); }
private Vector2 Move(DIR direction, Vector2 position) { if (direction == DIR.Down) { if (position.Y < 10) { position.Y += 1; } } if (direction == DIR.Up) { if (position.Y > 0) { position.Y -= 1; } } if (direction == DIR.Left) { if (position.X > 0) { position.X -= 1; } } if (direction == DIR.Right) { if (position.X < 16) { position.X += 1; } } return(position); }
/// <summary> /// 获取邻居位 /// </summary> public static bool Getbrothers(Int2 p, DIR dir, ref Int2 pos) { if (dir == DIR.UP) { pos.Layer = p.Layer + 1; pos.Unit = p.Unit; } else if (dir == DIR.DOWN) { pos.Layer = p.Layer - 1; pos.Unit = p.Unit; } else if (dir == DIR.LEFT) { pos.Layer = p.Layer; pos.Unit = p.Unit - 1; } else if (dir == DIR.RIGHT) { pos.Layer = p.Layer; pos.Unit = p.Unit + 1; } else { return(false); } if (IsInMap(pos)) { return(true); } return(false); }
//判断反方向 bool rightabout(DIR dirlater) { switch (dirlater) { case DIR.UP: if (MoveFront == DIR.DOWN) { return(false); } break; case DIR.DOWN: if (MoveFront == DIR.UP) { return(false); } break; case DIR.RIGHT: if (MoveFront == DIR.LEFT) { return(false); } break; case DIR.LEFT: if (MoveFront == DIR.RIGHT) { return(false); } break; } return(true); }
private void Init() { _image = null; for (int i = 0; i < (int)MAP_SIZE.MAP_SIZE_Y; i++) { for (int j = 0; j < (int)MAP_SIZE.MAP_SIZE_X; j++) { _arrPicBox[i, j].Image = null; _arrWayType[i, j] = WAY_TYPE.NONE; } } _arrPicBox[0, 0].Image = global::WF.Properties.Resources._001; _arrPicBox[(int)MAP_SIZE.MAP_SIZE_Y - 1, (int)MAP_SIZE.MAP_SIZE_X - 1].Image = global::WF.Properties.Resources._001; _arrWayType[0, 0] = WAY_TYPE.WAY_1; _arrWayType[(int)MAP_SIZE.MAP_SIZE_Y - 1, (int)MAP_SIZE.MAP_SIZE_X - 1] = WAY_TYPE.WAY_1; _isTrainHorizon = true; _isSafe = true; _train.Image = Properties.Resources.train2; _traingMidPoint.X = _arrPicBox[0, 0].Location.X + 25; _traingMidPoint.Y = _arrPicBox[0, 0].Location.Y + 25; _train.Size = _trainSize2; SetTrainPos(); _trainDir = DIR.RIGHT; SetBlock(); _isStageClear = false; _timer.Stop(); _startTimer.Start(); }
private void Move(DIR dir) { switch (dir) { case DIR.NONE: _isSafe = false; break; case DIR.LEFT: _traingMidPoint.X -= 1; break; case DIR.RIGHT: _traingMidPoint.X += 1; break; case DIR.UP: _traingMidPoint.Y -= 1; break; case DIR.DOWN: _traingMidPoint.Y += 1; break; default: break; } SetTrainPos(); }
/// <summary> /// Drops in the portal if there is a surface around the chunk World Coordinate. /// </summary> /// <param name="normalDir">Normal direction.</param> /// <param name="chunkCoord">Chunk coordinate.</param> /// <param name="threshold">Threshold.</param> IEnumerator spawnPortalThread(Vector3 chunkCoord, float threshold = 0.6f, bool forceSpawn = false) { DIR normalDir = DIR.DIR_UP; //Chunks chunkCenter = vxe.getChunkFromPt (chunkCoord); //Vec3Int chunkVxCoord = vxe.getChunkCoords (chunkCoord); int surfaceCount = 0; bool[] isChunkSurface = new bool[directions.Length]; Chunks chunk; for (int i = 0; i < isChunkSurface.Length; i++) { //chunksAround [i] = vxe.getChunkFromPt (chunkVxCoord + ); chunk = vxe.getChunkFromPt(chunkCoord + directions [i] * 0.1f); isChunkSurface [i] = vxe.isChunkASurface(normalDir, chunk, threshold); if (isChunkSurface [i]) { surfaceCount++; } yield return(new WaitForSeconds(0.5f)); } if (surfaceCount > 5 || forceSpawn) { portal.transform.position = chunkCoord; portal.SetActive(true); } //vxe.isChunkASurface (normalDir, chunkCenter, threshold); }
public void startGame() { direction = DIR.RIGHT; createSnake(); createBerry(); score = 0; }
static int Solve(int[][] arr, DIR dir = DIR.NONE, int moveCount = 0) { if (dir != DIR.NONE) { var newArr = Move(arr, dir); if (SameArr(arr, newArr)) { return(GetMax(newArr)); } arr = newArr; } if (moveCount == 5) { return(GetMax(arr)); } int up = Solve(arr, DIR.UP, moveCount + 1); int left = Solve(arr, DIR.LEFT, moveCount + 1); int down = Solve(arr, DIR.DOWN, moveCount + 1); int right = Solve(arr, DIR.RIGHT, moveCount + 1); return(Math.Max(up, Math.Max(left, Math.Max(down, right)))); }
private IEnumerator MoveCoroutine() { moveDir = DIR.Right; while (true) { switch (moveDir) { case DIR.Right: { float newX = transform.position.x + Time.deltaTime * moveSpeed; if (newX >= originalPos.x + moveX) { newX = originalPos.x + moveX; moveDir = DIR.Down; } transform.position = new Vector3(newX, transform.position.y); } break; case DIR.Down: { float newY = transform.position.y - Time.deltaTime * moveSpeed; if (newY <= originalPos.y - moveY) { newY = originalPos.y - moveY; moveDir = DIR.Left; } transform.position = new Vector3(transform.position.x, newY); } break; case DIR.Left: { float newX = transform.position.x - Time.deltaTime * moveSpeed; if (newX <= originalPos.x - moveX) { newX = originalPos.x - moveX; moveDir = DIR.Up; } transform.position = new Vector3(newX, transform.position.y); } break; case DIR.Up: { float newY = transform.position.y + Time.deltaTime * moveSpeed; if (newY >= originalPos.y + moveY) { newY = originalPos.y + moveY; moveDir = DIR.Right; } transform.position = new Vector3(transform.position.x, newY); } break; } yield return(null); } }
/// <summary> /// Creates a file stream at the given path. If directory does not exist, creates it. /// </summary> /// <param name="dir"></param> /// <param name="subDir"></param> /// <param name="fileName"></param> /// <returns></returns> public static FileStream Create(DIR dir, SUB_DIR subDir, string fileName) { string filePath = Combine(dir, subDir, fileName); Directory.CreateDirectory(Path.GetDirectoryName(filePath)); return(File.Create(filePath)); }
// TODO 換頁動畫 private void pageEffect(DIR dir, int curren, int target) { UIMgr.Instance.setHomeBtnVisible(false); pageList [curren].SetActive(false); pageList [target].SetActive(true); pageList [target].GetComponent <pageBase> ().onPageEnable(); }
// Start is called before the first frame update void Start() { heldItem = Instantiate(heldItem); curDirection = DIR.IDLE; player = GameObject.Find("Player").transform; statControler = GetComponent <StatControler>(); rb = GetComponent <Rigidbody2D>(); }
//蛇移动 void Move() { //蛇身移动 for (var Temp = Snake.Last; Temp != Snake.First; Temp = Temp.Previous) { var pre = Temp.Previous; Temp.Value = pre.Value; pre = pre.Previous; } if (rightabout(MoveBack)) { switch (MoveBack) { case DIR.UP: OffsetX = 0; OffsetZ = 1; break; case DIR.DOWN: OffsetX = 0; OffsetZ = -1; break; case DIR.LEFT: OffsetX = -1; OffsetZ = 0; break; case DIR.RIGHT: OffsetX = 1; OffsetZ = 0; break; } MoveFront = MoveBack; } //蛇头移动 Vector3 headpos = new Vector3(Snake.First.Value.x + OffsetX, 0, Snake.First.Value.z + OffsetZ); if (headpos.x > a) { headpos.x = -a; } else if (headpos.x < -a) { headpos.x = a; } else if (headpos.z > a) { headpos.z = -a; } else if (headpos.z < -a) { headpos.z = a; } Snake.First.Value = headpos; }
public SSE2ConvertPrecision(Operand _op1, Operand _op2, DIR _dir, bool _packed) : base() { opcount = 2; op1 = _op1; op2 = _op2; direction = _dir; packed = _packed; }
public SSE2ConvertSingle(Operand _op1, Operand _op2, DIR _dir, bool _trunc) : base() { opcount = 2; op1 = _op1; op2 = _op2; direction = _dir; truncate = _trunc; }
public void onEnter(DIR dir, Vector3 forceDir, Hero hero) { if (!this.enabled) return; this.forceDir = forceDir; hero.blockHero(heroTimeBlocked); moving = true; rigidbody.velocity = forceDir * pushForce; destinationPosition = transform.position + forceDir * moveDistance; }
protected override bool ProcessCmdKey(ref Message msg, Keys keyData) { if (keyData == Keys.I) { if (btnplay.Text[0] == 'I' || btnplay.Text[0] == 'C') { btnplay.Text = "Pausar (i)"; t.Start(); } else { btnplay.Text = "Continuar (i)"; t.Stop(); } } // Jugador LILA else if (keyData == Keys.R) { Close(); } else if (keyData == Keys.Up && d2 != DIR.ABAIX) { d2 = DIR.ADALT; } else if (keyData == Keys.Down && d2 != DIR.ADALT) { d2 = DIR.ABAIX; } else if (keyData == Keys.Left && d2 != DIR.DRETA) { d2 = DIR.ESQUERRA; } else if (keyData == Keys.Right && d2 != DIR.ESQUERRA) { d2 = DIR.DRETA; } // Jugador GROC else if (keyData == Keys.W && d1 != DIR.ABAIX) { d1 = DIR.ADALT; } else if (keyData == Keys.S && d1 != DIR.ADALT) { d1 = DIR.ABAIX; } else if (keyData == Keys.A && d1 != DIR.DRETA) { d1 = DIR.ESQUERRA; } else if (keyData == Keys.D && d1 != DIR.ESQUERRA) { d1 = DIR.DRETA; } return(base.ProcessCmdKey(ref msg, keyData)); }
public Tim(int X, int Y, int Z, DIR Dir, SUBDIR Subdir, NN Nn, float Hp, float Mp, Items.Item Left, Items.Item Right) { x = X; y = Y; z = Z; dir = Dir; subdir = Subdir; nn = Nn; hp = Hp; mp = Mp; reproductiveUrge = 64.0f; reproductiveCounter = 0.0f; left = Left; right = Right; fall = 0; falling = false; }
private DIR GetInverseDirection(DIR d) { int move = (int)d + 2; if (move > 4) { move %= 4; } return((DIR)move); }
public MMXShift(Operand _op1, Operand _op2, SIZE _size, DIR _dir, bool _arith) : base() { opcount = 2; op1 = _op1; op2 = _op2; size = _size; direction = _dir; arithmetic = _arith; }
public static MapGrid Getbrothers(Int2 p, DIR dir) { Int2 pos = Int2.zero; if (MapSize.Getbrothers(p, dir, ref pos) == false) { return(null); } return(GetMG(pos)); }
public override void ActionCollision(MyObject Obj) { DIR dir = DirectionCollision(Obj); switch (Obj.ID) { case MyID.MARIO_SMALL: if (Obj.STATUS == MyStatus.ACTIVE || Obj.STATUS == MyStatus.DOWN || Obj.STATUS == MyStatus.UP || Obj.STATUS == MyStatus.INVI || Obj.STATUS == MyStatus.CHANGE || Obj.STATUS == MyStatus.SHOT) { if (STATUS == MyStatus.ACTIVE && dir == DIR.BOTTOM) { STATUS = MyStatus.RUN; ACCEL = new Vector3(0, 0.001f, 0); VELOC = new Vector3(0, -0.17f, 0); } } break; case MyID.MARIO_BIG: case MyID.MARIO_SUPER: if (Obj.STATUS == MyStatus.ACTIVE) { if (STATUS == MyStatus.ACTIVE && dir == DIR.BOTTOM) { STATUS = MyStatus.BEFORE_DEATH3; for (int i = 0; i < 4; i++) { ListBreak.Add(new Break(game, (int)POSITION.X + 25 * (i % 2), (int)POSITION.Y + 25 * (i / 2), 25, 25, 4)); } for (int i = 0; i < ListBreak.Count; i++) { if (i == 0) { ListBreak[i].VELOC = new Vector3(-0.5f, -0.6f, 0); } else if (i == 2) { ListBreak[i].VELOC = new Vector3(-0.7f, -0.8f, 0); } else if (i == 1) { ListBreak[i].VELOC = new Vector3(0.5f, -0.6f, 0); } else { ListBreak[i].VELOC = new Vector3(0.7f, -0.8f, 0); } } //ACCEL = new Vector3(0, 0.001f, 0); VELOC = new Vector3(0, -1.0f, 0); } } break; } }
IEnumerator ScreenCapture() { Transform cam = camera.transform; while(isTakingScreenshots) { // Loop through each node for(int a=0; a<nodes.Length; a++) { // Make sure this Node is set to allow generation of either cubemaps or PNGs // Ignore the Allow parameter if we have no cubemap assigned yet at all if(nodes[a].allowCubemapGeneration || nodes[a].allowGeneratePNG || (!nodes[a].allowCubemapGeneration && nodes[a].cubemap == null) ) { // Set Camera cam.position = nodes[a].transform.position; cam.rotation = Quaternion.identity; // Set resolution because Node may override SetNodeResolution(nodes[a]); // Make cubemap Cubemap cubemap = new Cubemap(nodeResolution, textureFormat, useMipMaps); cubemap.mipMapBias = mipMapBias; // Loop through all Directions to take screenshots for this node for(int b=0; b<6; b++) { //Debug.Log("Processing Node " + nodes[a].name + " in Direction " + currentDir); switch(currentDir) { case DIR.Right: cam.rotation = Quaternion.Euler(0, 90, 0); yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.PositiveX, nodes[a])); currentDir = DIR.Left; break; case DIR.Left: cam.rotation = Quaternion.Euler(0, -90, 0); yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.NegativeX, nodes[a])); currentDir = DIR.Top; break; case DIR.Top: cam.rotation = Quaternion.Euler(-90, 0, 0); yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.PositiveY, nodes[a])); currentDir = DIR.Bottom; break; case DIR.Bottom: cam.rotation = Quaternion.Euler(90, 0, 0); yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.NegativeY, nodes[a])); currentDir = DIR.Front; break; case DIR.Front: cam.rotation = Quaternion.Euler(0, 0, 0); yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.PositiveZ, nodes[a])); currentDir = DIR.Back; break; case DIR.Back: cam.rotation = Quaternion.Euler(0, 180, 0); yield return StartCoroutine(MakeSnapshot(cubemap, CubemapFace.NegativeZ, nodes[a])); currentDir = DIR.Right; // back to the beginning (or else it gets stuck) break; } } #if !UNITY_2_6 && !UNITY_2_6_1 && !UNITY_3_0 && !UNITY_3_0_0 && !UNITY_3_1 && !UNITY_3_2 && !UNITY_3_3 && !UNITY_3_4 && !UNITY_3_5 // Smooth Edges on Unity 4+ if (smoothEdges) { cubemap.SmoothEdges(smoothEdgesWidth); cubemap.Apply(); } #endif // Create Cubemap, but only if we are allowed to (unless there is no cubemap on the node yet) if (nodes[a].allowCubemapGeneration || (!nodes[a].allowCubemapGeneration && nodes[a].cubemap == null)) { string finalCubemapPath = pathCubemaps + "/" + sceneName + "_" + nodes[a].name + ".cubemap"; if (finalCubemapPath.Contains("//")) finalCubemapPath = finalCubemapPath.Replace("//", "/"); AssetDatabase.CreateAsset(cubemap, finalCubemapPath); } // Set Linear Space if wanted SerializedObject serializedCubemap = new SerializedObject(cubemap); SetLinearSpace(ref serializedCubemap, useLinearSpace); // Free up memory to prevent memory leak Resources.UnloadUnusedAssets(); } } AssetDatabase.Refresh(); isTakingScreenshots = false; completedTakingScreenshots = true; } Debug.Log("CUBEMAPS GENERATED!"); }
/// <summary> /// Sets the sprite by axis. /// </summary> void SetSpriteAndDirByAxis() { // 初始状态 if( m_CurAxis == Vector2.zero ) { m_Image.sprite = m_Normal; m_CurDir = DIR.D_NONE; } // 上下 else if(m_CurAxis.x <= 0.25f && m_CurAxis.x >= -0.25f) { if( m_CurAxis.y > 0) { m_Image.sprite = m_Up; m_CurDir = DIR.D_UP; } else { m_Image.sprite = m_Down; m_CurDir = DIR.D_DOWN; } } // 左右 else if(m_CurAxis.y <= 0.25 && m_CurAxis.y >= -0.25f) { if( m_CurAxis.x > 0 ) { m_Image.sprite = m_Right; m_CurDir = DIR.D_RIGHT; } else { m_Image.sprite = m_Left; m_CurDir = DIR.D_LEFT; } } // 上左右 else if(m_CurAxis.y > 0.25f && m_CurAxis.y <= 0.5f) { if(m_CurAxis.x>= -0.5f && m_CurAxis.x < -0.25f) { m_Image.sprite = m_LeftUp; m_CurDir = DIR.D_LEFTUP; } // 上下左右的情况已经被判断完了,此处无需再判断 else { m_Image.sprite = m_RightUp; m_CurDir = DIR.D_RIGHTUP; } } else { if(m_CurAxis.x>= -0.5f && m_CurAxis.x < -0.25f) { m_Image.sprite = m_LeftDown; m_CurDir = DIR.D_LEFTDOWN; } // 上下左右的情况已经被判断完了,此处无需再判断 else { m_Image.sprite = m_RightDown; m_CurDir = DIR.D_RIGHTDOWN; } } }
public void OnPointerExit(PointerEventData eventData) { m_Image.sprite = m_Normal; m_IsTouch = false; m_CurDir = DIR.D_NONE; }
public void onExit(DIR dir) { }