// 手指滑动; void EasyTouch_On_Swipe(Gesture gesture) { List <FruitItemOne> mFruitsList = MainModel.Instance.mFruitsOneList; for (int i = 0; i < mFruitsList.Count; ++i) { if (gesture.IsInRect(NGUIObjectToRect(mFruitsList[i].gameObject))) { // 用于水果的切; mFruitsList[i].onClick(null); } } // 检测道场; if (gesture.IsInRect(NGUIObjectToRect(mGo_DC))) { OnDC(null); } // 检测游戏; if (gesture.IsInRect(NGUIObjectToRect(mGo_Game))) { OnGame(null); } // 检测退出; if (gesture.IsInRect(NGUIObjectToRect(mGo_Quit))) { FruitItem fuit = mGo_Quit.GetComponentInParent <FruitItem>(); fuit.doAction(false); OnQuit(null); } }
public void onClick(object obj) { gameObject.SetActive(false); // 像父节点发送被按下的消息; FruitItem item = gameObject.GetComponentInParent <FruitItem>(); item.doAction(true); }
void OnGame(object obj) { FruitItem fuit = mGo_Game.GetComponentInParent <FruitItem>(); fuit.doAction(false); // 设置退出向下移动; Framework.SetUpDown2(mGo_Quit_parent, 800f, false, Vector3.zero); // 设置DC向下移动; Framework.SetUpDown2(mGo_DC_parent, 800f, false, Vector3.zero); // 点击game的回调; setLeaveUIMove(); enterGame(); }
void OnDC(object obj) { // 点击道场的回调; // 划水果; FruitItem fuit = mGo_DC.GetComponentInParent <FruitItem>(); fuit.doAction(false); // 设置退出向下移动; Framework.SetUpDown2(mGo_Quit_parent, 800f, false, Vector3.zero); // 设置Game向下移动; Framework.SetUpDown2(mGo_Game_parent, 800f, false, GameData.Vecs_mGo_GameParent); // 离开当前页面; setLeaveUIMove(); // 进入UI界面; StartCoroutine(StartInterUI()); }