void OnBorn() { //行计数器加1 GameGlobal.Get().GameMain.GridSystem.RowCounter[GetPosition().Position.y]++; //添加事件 EventAdd(); EventManager.Get().EventTrigger(EventTypes.Unit_OnBorn, gameObject); //向回合系统列表添加单位 RoundSystem.Get().AddUnit(this); }
void OnGameInitialize() { GameObject grid = ResManager.Get().Load<GameObject>("Prefabs/GridSystem/GridSystem"); grid.transform.SetParent(GameObject.Find("Ground").transform, false); GridSystem = grid.GetComponent<GridSystem>(); GridSystem.enabled = true; GridSystem.gameObject.name = "GridSystem"; HolyWaterSystem.Get().Init(); RoundSystem.Get().Init(1); UIManager.Get(); UIManager.Get().PushPanel(PanelTypes.HUDPanel); //GameNetwork.Getinstance().GetNetWorkManager(); }
void NextRound(object info) { if (text == null) { text = GetComponentInChildren <UnityEngine.UI.Text>(); } uint round = RoundSystem.Get().Rounds; if (round % 2 == RoundSystem.Get().Side) { text.text = "回合数:" + RoundSystem.Get().Rounds.ToString() + "(你的回合)"; } else { text.text = "回合数:" + RoundSystem.Get().Rounds.ToString(); } }
void OnDeath() { //播放死亡音效 AudioManager.Get().PlaySound(SoundsList.Unit_OnDeath, 0.2f); //广播死亡消息 UIManager.Get().MsgOnScreen(UnitName + "已死亡!"); //行计数器扣除 GameGlobal.Get().GameMain.GridSystem.RowCounter[GetPosition().Position.y]--; //触发单位死亡事件(Unit_OnUnitDeath) EventManager.Get().EventTrigger(EventTypes.Unit_OnDeath, gameObject); //事件移除 EventRemove(); //解引用 GetPosition().CurrentUnit = null; //移除回合系统列表 RoundSystem.Get().RemoveUnit(this); }
public void OnPointerClick(PointerEventData eventData) //鼠标点击事件 { if (eventData.button != PointerEventData.InputButton.Left) { return; } if (!RoundSystem.Get().IsWaitingPlayer()) { return; } EventManager.Get().EventTrigger <CubeCell>(EventTypes.Cell_OnSelected, this); if (this.CurrentUnit != null) { UnitSelection.Get().Set(this); } if (UnitSelection.Get().GetStart() == this) { meshRenderer.material = OccupiedMaterial; } AudioManager.Get().PlaySound("Grid/OnClick", 0.1f); }
public void NextRound() { RoundSystem.Get().NextRound(); }