private void OnEvtClick(IFsm <StateEdit> fsm, object sender, object userData) { EvtClickScene evt = userData as EvtClickScene; Vector2Int grid = MapHelper.ScenePointToGrid(evt.Point); fsm.Owner.Damage(grid); }
/// <summary> /// 点击场景,单个建造物品 /// </summary> /// <param name="sender"></param> /// <param name="e"></param> protected void OnEvtClickScene(object sender, GameEventArgs e) { EvtClickScene evt = e as EvtClickScene; Vector2Int grid = MapHelper.ScenePointToGrid(evt.Point); var data = GameEntry.TempData.ObjectScene.GetSceneObjectData(grid, GameEntry.TempData.Edit.SelectBuildWidth, GameEntry.TempData.Edit.SelectBuildHeight); if (data == null) { AddEditObject(grid); } }
private void OnEvtClickScene(object sender, GameEventArgs e) { EvtClickScene evt = e as EvtClickScene; Vector2Int grid = MapHelper.ScenePointToGrid(evt.Point); var data = GameEntry.TempData.ObjectScene.GetSceneObjectData(grid); if (data != null) { if (data.BuildData.BuildType == (int)EZooObjectType.Shop) { var shopData = GameEntry.Database.Shop.GetShop(data.BuildData.BuildUid); GameEntry.UI.OpenUIForm <UI_PanelShop>(shopData); } } }
/// <summary> /// 点击场景 /// </summary> /// <param name="fsm"></param> /// <param name="sender"></param> /// <param name="userData"></param> private void OnEvtClickScene(IFsm <StateBuild> fsm, object sender, object userData) { EvtClickScene evt = userData as EvtClickScene; Vector2Int grid = MapHelper.ScenePointToGrid(evt.Point); // 切换选中对象 var data = GameEntry.TempData.ObjectScene.GetSceneObjectData(grid); if (data != null && data.Status == ESceneObjectStatus.Add) { ZooController.Inst.ShowSceneOptUI(data.ObjectUid); return; } // 转为未选中状态 ChangeState <StateBuildInEditModeUnSel>(fsm); }
private void OnEvtClickScene(IFsm <StateEdit> fsm, object sender, object userData) { EvtClickScene evt = userData as EvtClickScene; Vector2Int grid = MapHelper.ScenePointToGrid(evt.Point); var data = GameEntry.TempData.ObjectScene.GetSceneObjectData(grid); if (data != null) { if (data.Status != ESceneObjectStatus.Remove) { ZooController.Inst.ShowSceneOptUI(data.ObjectUid); ChangeState <StateEditInUnbatchModeSel>(fsm); } return; } }