public void SetOrder(GameObject _go, UnitOrdersGroup _uog) { int index = 0; targetObject = _go; if (_uog.GetAttack()) { buttonGroup[index].gameObject.SetActive(true); flagGroup[index].gameObject.SetActive(true); flagGroup[index].sprite = Resources.Load <Sprite>("Images/UI/UnitOrdersRing/FlagAttack"); _go.SendMessage("LinkOrderAttack", buttonGroup[index]); index++; } if (_uog.GetMove()) { buttonGroup[index].gameObject.SetActive(true); flagGroup[index].gameObject.SetActive(true); flagGroup[index].sprite = Resources.Load <Sprite>("Images/UI/UnitOrdersRing/FlagMove"); _go.SendMessage("LinkOrderMove", buttonGroup[index]); index++; } // 待增加其他指令 }
public void SendUnitOrdersGroup(GameObject _sg, UnitOrdersGroup _uog) { uorm.gameObject.SetActive(true); Vector3 pos = Camera.main.WorldToScreenPoint(_sg.transform.position); uorm.transform.position = pos; uorm.SetOrder(_sg, _uog); }
/// <summary> /// 调出指令环 /// </summary> virtual public void CallOrdersRing() { UnitOrdersGroup uog = new UnitOrdersGroup(true, true, false, false); uime.SendUnitOrdersGroup(this.gameObject, uog); }