public void ShowHP(GameObject a, float b) //显示血量 { HP_Panel.SetActive(true); HP_Panel.transform.position = a.transform.position + Vector3.up * b; HP_Panel.transform.rotation = Camera.main.transform.rotation; HPText.GetComponent <UnityEngine.UI.Text>().text = "HP:" + GameFunc.GetObjectShuxing(GameFunc.GetMousePointedObject()).Hp.ToString(); //显示血量 }
public void ShowState(GameObject b) //显示状态 { Shuxing a = GameFunc.GetObjectShuxing(b); State_Panel.SetActive(true); State_Text.GetComponent <UnityEngine.UI.Text>().text = ("职业:" + a.Name + "\n" + a.GetState()); }
public void Place() { GameFunc.GetObjectShuxing(Game.NewObject).isBeingPlaced = false; Game.GameSystemCurrent.IsPlacing = false; GameFunc.GetObjectShuxing(Game.NewObject).BelongToWho = Game.GameSystemCurrent.Side; Game.NewObject = null; }
public static void GenerateRider() { if (NewObject == null) { NewObject = GameObject.Instantiate(Resources.Load <GameObject>("Prefabs/Units/rider")); GameFunc.GetObjectShuxing(NewObject).isBeingPlaced = true; Game.GameSystemCurrent.IsPlacing = true; } }
public void OnPointerEnter(PointerEventData eventData) { //Debug.Log(GameFunc.GetObjectShuxing(gameObject).BelongToWho.ToString()); if (gameObject.tag == "a" && (GameFunc.GetObjectShuxing(gameObject).BelongToWho == Game.GameSystemCurrent.Side)) { UI_Script.ShowHP(gameObject, gameObject.GetComponent <UnitMain>().Top_Offset); UI_Script.ShowState(gameObject); UI_Script.ShowCirle(gameObject); } }
public void Generate(UnitType unitType) { if (Game.NewObject == null) { UnitTypes unit = new UnitTypes(unitType); Game.NewObject = GameObject.Instantiate(Resources.Load <GameObject>(unit.PrefabLocation)); GameFunc.GetObjectShuxing(Game.NewObject).isBeingPlaced = true; Game.GameSystemCurrent.IsPlacing = true; } }
public void OnPointerClick(PointerEventData eventData) { Shuxing a; a = GameFunc.GetObjectShuxing(UnitGeneration.NewObject); //bool finish = generate_script.finish; //GameObject NewObject = generate_script.NewObject; if (a != null) { a.BelongToWho = Game.GameSystemCurrent.Side; a.isBeingPlaced = false; Game.GameSystemCurrent.IsPlacing = false; UnitGeneration.NewObject = null; } }