/// <summary> /// 向上运动. /// </summary> public void OnClickFangXiangUBt(int index, pcvr.ButtonState val) { if (val == pcvr.ButtonState.DOWN) { PlayerEnum indexPlayer = (PlayerEnum)(index + 1); HuDunCtrl huDunCom = HuDunCtrl.GetInstance(indexPlayer); if (huDunCom != null && huDunCom.IsCanResetHuDunTime == true) { huDunCom.ResetHunDunTimeInfo(); } } switch (index) { case 0: { ClickFangXiangUBtP1(val); break; } case 1: { ClickFangXiangUBtP2(val); break; } case 2: { ClickFangXiangUBtP3(val); break; } case 3: { ClickFangXiangUBtP4(val); break; } } }
// Use this for initialization void Start() { HuDunSprite = GetComponent <UISprite>(); switch (PlayerSt) { case PlayerEnum.PlayerOne: _InstanceOne = this; break; case PlayerEnum.PlayerTwo: _InstanceTwo = this; break; case PlayerEnum.PlayerThree: _InstanceThree = this; break; case PlayerEnum.PlayerFour: _InstanceFour = this; break; } gameObject.SetActive(false); }
public static HuDunCtrl GetInstance(PlayerEnum indexPlayer) { HuDunCtrl playerHD = null; switch (indexPlayer) { case PlayerEnum.PlayerOne: playerHD = _InstanceOne; break; case PlayerEnum.PlayerTwo: playerHD = _InstanceTwo; break; case PlayerEnum.PlayerThree: playerHD = _InstanceThree; break; case PlayerEnum.PlayerFour: playerHD = _InstanceFour; break; } return(playerHD); }