public void OnPointerExit(PointerEventData eventData) { if (UnitSelection.Get().GetStart() != this && UnitSelection.Get().GetEnd() != this) { meshRenderer.material = NormalMaterial; } name = string.Format("CubeCell({0},{1})", Position.x, Position.y); }
public void OnPointerEnter(PointerEventData eventData) { if (UnitSelection.Get().GetStart() != this && UnitSelection.Get().GetEnd() != this) { meshRenderer.material = HighLightedMaterial; } AudioManager.Get().PlaySound("Grid/OnMouse", 0.1f); name = name + "(OnHovering)"; }
public void CellSelected(CubeCell cubeCell) { CurrentSelected = cubeCell; //Debug.Log("单元格选中:" + cubeCell.Position.x + "," + cubeCell.Position.y); if (cubeCell.CurrentUnit != null) { return; } UnitSelection.Get().ClearSelection(); UIManager.Get().PushPanel(PanelTypes.UnitGenerationPanel); }
IEnumerator DT_MoveTo(UnitBase from, UnitBase target) { if (from == null || target == null) { yield break; } UnitSelection.Get().Waiting = true; Vector3 currentpositon = from.transform.position; Vector3 targetpositon = target.transform.position; yield return(from.transform.DOMove(targetpositon, 0.4f).WaitForCompletion()); target.CostHP(from.Damage); ResManager.Get().LoadAsync <GameObject>("Prefabs/VFX/ParticleExplosion/ParticleExplosion", (vfx) => { vfx.transform.position = from.transform.position; }); target.Anim_OnDamage(); Camera.main.transform.DOShakePosition(0.2f, 0.05f, 20, default, default, false);
public void OnPointerClick(PointerEventData eventData) //鼠标点击事件 { if (eventData.button != PointerEventData.InputButton.Left) { return; } if (!RoundSystem.Get().IsWaitingPlayer()) { return; } EventManager.Get().EventTrigger <CubeCell>(EventTypes.Cell_OnSelected, this); if (this.CurrentUnit != null) { UnitSelection.Get().Set(this); } if (UnitSelection.Get().GetStart() == this) { meshRenderer.material = OccupiedMaterial; } AudioManager.Get().PlaySound("Grid/OnClick", 0.1f); }
public void Select() { Buff.Buff buff; switch (dropDown.value) { case 0: buff = new Buff.Heal(3, 1); break; case 1: buff = new Buff.Poison(3, 1); break; case 2: buff = new Buff.LightShield(3); break; case 3: buff = new Buff.MultiAttack(3); break; case 4: buff = new Buff.Triumph(3); break; default: buff = null; break; } if (buff != null) { UnitSelection.Get().GetStart().CurrentUnit.AddBuff(buff); } Cancel(); }
public void ForceToDie() { UnitSelection.Get().GetStart().CurrentUnit.ForceDie(); }