public void SetPlayer(GameDefine.PATTERN pattern, int isChangeColor) { switch (pattern) { case GameDefine.PATTERN.PATTERN_AI1: if (isChangeColor == 0) { SetPlayer(0, 2); } else { SetPlayer(2, 0); } break; case GameDefine.PATTERN.PATTERN_AI2: if (isChangeColor == 0) { SetPlayer(0, 3); } else { SetPlayer(3, 0); } break; case GameDefine.PATTERN.PATTERN_AI3: if (isChangeColor == 0) { SetPlayer(0, 4); } else { SetPlayer(4, 0); } break; case GameDefine.PATTERN.PATTERN_DOUBLE: // 隐藏更换先手按钮 SetPlayer(0, 1); break; case GameDefine.PATTERN.PATTERN_NET: //playerList[0].chessType = ChessBoard.ChessType.Black; break; default: break; } }
private void Awake() { // 根据所存储的键值设置跳转的界面 if (PlayerPrefs.HasKey("Pattern")) { gamePattern = (GameDefine.PATTERN)PlayerPrefs.GetInt("Pattern"); } // 初始化player的状态 int iChangeColor = 0; if (PlayerPrefs.HasKey("ChangeColor")) { iChangeColor = PlayerPrefs.GetInt("ChangeColor"); } SetPlayer(gamePattern, iChangeColor); }
protected virtual void Start() { backBtn = GameObject.Find("Canvas/BackBtn").GetComponent <Button>(); changeColorObj = GameObject.Find("Canvas/ChangeButton"); Debug.Log("backBtn"); if (PlayerPrefs.HasKey("Pattern")) { pattern = (GameDefine.PATTERN)PlayerPrefs.GetInt("Pattern"); if (pattern == GameDefine.PATTERN.PATTERN_DOUBLE) { if (backBtn) { backBtn.gameObject.SetActive(false); } if (changeColorObj) { changeColorObj.SetActive(false); } } } }