/// <summary> /// Player移动到指定位置 /// </summary> /// <param name="msg"></param> /// <returns></returns> private bool OnPlayerMove(OnPlayerMoveMsg msg) { isSuccess = false; canTurnInfinite = MissionData.GetLevelTurnInfinite(MissionManager.Instance.mCurLevel, MissionManager.Instance.mCurSubLevel); mInitialPosition = msg.mTargetPos; if (msg.isMoveDirectly) { gameObject.transform.position = msg.mTargetPos; } else { SetPlayerAngle(msg.mTargetPos - gameObject.transform.position, true); gameObject.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 1); gameObject.transform.Find("Particle System").transform.gameObject.SetActive(true); gameObject.transform.DOMove(msg.mTargetPos, 4.0f).OnComplete(() => { gameObject.GetComponent <BoxCollider2D>().enabled = true; isMoveable = true; mTurnCount = mInitinalTurnCount; UIManager.Instance.SetTurnCountText(mTurnCount - 1); canCountDownTurn = true; canPlayMoveSound = true; canDoSuccess = true; canMove = true; canDreaseTurnCount = false; this.transform.eulerAngles = new Vector3(0, 0, 0); isFlying = false; StartCoroutine(CheckAndShowGuidePanel(MissionManager.Instance.mCurSubLevel, 3.0f)); }); } //小球的初始化位置变为下一个位置 return(false); }
//通过小关,清空石头list,再重新进行复制 private bool OnSubLevelComplete(OnPlayerMoveMsg msg) { ClearStoneList(); return(false); }