void SetXuanXiangKuangPos(SSGameDataCtrl.XuanXiangMoveDir dir) { if (IsLockPanel || m_XuanXiangKuang == null) { return; } int offsetVal = dir == SSGameDataCtrl.XuanXiangMoveDir.Right ? 1 : -1; IndexXuanXiang += offsetVal; if (IndexXuanXiang < (int)SSGameDataCtrl.XuanXiangState.XuanXiang01) { //到达右极限. IndexXuanXiang = m_XuanXiangPosArray.Length - 1; } if (IndexXuanXiang >= m_XuanXiangPosArray.Length) { //到达左极限. IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang01; } m_XuanXiangState = (SSGameDataCtrl.XuanXiangState)IndexXuanXiang; m_XuanXiangKuang.localPosition = m_XuanXiangPosArray[IndexXuanXiang]; switch (m_GameDlgState) { case GameDlgState.Null: { break; } default: { //对话框界面只有2个按键的. if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang01) { //拒绝按键. m_BtState = BtState.JuJue; } else if (m_XuanXiangState == SSGameDataCtrl.XuanXiangState.XuanXiang02) { //同意按键. m_BtState = BtState.TongYi; } break; } } UnityLog("SetXuanXiangKuangPos -> dir == " + dir + ", m_XuanXiangState == " + m_XuanXiangState + ", GameDlgState == " + m_GameDlgState + ", BtState == " + m_BtState); }
void SetXuanXiangKuangPos(SSGameDataCtrl.XuanXiangMoveDir dir) { if (IsLockPanel || m_XuanXiangKuang == null) { return; } int offsetVal = dir == SSGameDataCtrl.XuanXiangMoveDir.Right ? 1 : -1; IndexXuanXiang += offsetVal; if (IndexXuanXiang < (int)SSGameDataCtrl.XuanXiangState.XuanXiang01) { //到达右极限. IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang05; } if (IndexXuanXiang > (int)SSGameDataCtrl.XuanXiangState.XuanXiang05) { //到达左极限. IndexXuanXiang = (int)SSGameDataCtrl.XuanXiangState.XuanXiang01; } m_XuanXiangState = (SSGameDataCtrl.XuanXiangState)IndexXuanXiang; switch (IndexXuanXiang) { case 0: { IndexXuanXiangVer = 0; break; } case 1: { IndexXuanXiangVer = 3; break; } case 2: { IndexXuanXiangVer = 1; break; } case 3: { IndexXuanXiangVer = 4; break; } case 4: { IndexXuanXiangVer = 2; break; } } switch (m_XuanXiangState) { case SSGameDataCtrl.XuanXiangState.XuanXiang05: { //取消框. SetActiveQuXiaoKuang(true); break; } default: { //支付选项. SetActiveQuXiaoKuang(false); break; } } m_XuanXiangKuang.localPosition = m_XuanXiangPosArray[IndexXuanXiang]; UnityLog("SetXuanXiangKuangPos -> dir == " + dir + ", m_XuanXiangState == " + m_XuanXiangState); }