///<summary> /// player hit obj key -> 0, player shooting obj key -> 1 ///</summary> void HandleHitShootObj(GameObject obj, int key) { switch (obj.tag) { case "TengManObj": if (key == 0) { TengManInfoCtrl.GetInstance().ShowTengManInfo(); } break; case "FuBingObj": if (key == 0) { ActiveIsHitFuBingObj(); } break; case "IntoBingLu": if (key == 0) { ActiveBingLuTrigger(); } break; case "OutBingLu": if (key == 0) { CloseBingLuTrigger(); } break; case "HuanWeiFuObj": ActiveDaJuCtrl.SetTypeDaoJuList((int)DaoJuTypeIndex.huanWeiFu, 1); GameCtrlXK.GetInstance().ActivePlayerDaoJuType((int)DaoJuTypeIndex.huanWeiFu); ShowDaoJuExplosion(obj); HitHuanWeiFuObj(); break; case "HuanYingFuObj": ActiveDaJuCtrl.SetTypeDaoJuList((int)DaoJuTypeIndex.huanYingFu, 1); GameCtrlXK.GetInstance().ActivePlayerDaoJuType((int)DaoJuTypeIndex.huanYingFu); ShowDaoJuExplosion(obj); NengLiangQuanCtrl.GetInstance().MoveNengLiangQuanToEnd(DaoJuTypeIndex.huanYingFu); DaoJuTiShiCtrl.GetInstance().ShowDaoJuTiShi(DaoJuState.HuanYingFu); PlayerZhuanXiangVal = GameCtrlXK.PlayerZhuanXiangJSVal; break; case "JuLiFuObj": ActiveDaJuCtrl.SetTypeDaoJuList((int)DaoJuTypeIndex.juLiFu, 1); GameCtrlXK.GetInstance().ActivePlayerDaoJuType((int)DaoJuTypeIndex.juLiFu); ShowDaoJuExplosion(obj); ActiveJuLiFuState(); DaoJuTiShiCtrl.GetInstance().ShowDaoJuTiShi(DaoJuState.JuLiFu); break; case "DianDaoFuObj": ActiveDaJuCtrl.SetTypeDaoJuList((int)DaoJuTypeIndex.dianDaoFu, 1); GameCtrlXK.GetInstance().ActivePlayerDaoJuType((int)DaoJuTypeIndex.dianDaoFu); ShowDaoJuExplosion(obj); HitDianDaoFuObj(); break; case "DingShenFuObj": ActiveDaJuCtrl.SetTypeDaoJuList((int)DaoJuTypeIndex.dingShenFu, 1); GameCtrlXK.GetInstance().ActivePlayerDaoJuType((int)DaoJuTypeIndex.dingShenFu); ShowDaoJuExplosion(obj); HitDingShenFuObj(); break; } }
// Use this for initialization void Start() { TiShiSprite = GetComponent <UISprite>(); _Instance = this; gameObject.SetActive(false); }