public void OnClick() { //点击后,UI消失 Hide(); if (isClick) { return; } isClick = true; switch (state) { case "Tower": { m_AudioManager.PlayPop(); m_MapManager.ModifyMap((int)m_MapPos.x, (int)m_MapPos.y, MapType.Tower); m_TowerManager.RandomInstantiateTower(transform.position); m_TowerManager.RetrieveUpdatableTower(); UIRemainTowerCount.SubTowerCount(); break; } case "Upgrade": { //m_AudioManager.PlayPop(); m_TowerManager.RetrieveMergeableTower(m_Tower); break; } } }
public void OnEnter(string prevState) { m_Canvas.enabled = false; //重置剩余可用塔 UIRemainTowerCount.ResetTowerCount(); UIGameLevel.AddLevel(); }
public override void OnEnter(string prevState = "") { ChangeState("Construct"); m_AudioManager.StartPlayMusic(); m_Canvas.enabled = true; m_StartLevelCanvas.enabled = true; m_ConstructUIController.Enable(); m_UIRangeIndicator.Visible(); UIRemainTowerCount.ResetTowerCount(); UIGameLevel.ResetLevel(); UIScore.Reset(); //防止无法生成怪物的情况 m_MonsterManager.isClearMode = false; }
public void UpdateTower(GameObject m_UpdateTower, GameObject m_MergeableTower, bool isEnableReward) { Tower m_Mergeable = m_MergeableTower.GetComponent <Tower>(); Tower m_Temp = m_UpdateTower.GetComponent <Tower>(); m_AudioManager.PlayUpgrade(); //在可奖励模式下,两个一样的新塔进行升级 会奖励一座新塔 if (isEnableReward == true && m_Mergeable.levelSign == UIGameLevel.level && m_Mergeable.levelSign == m_Temp.levelSign && m_Mergeable.GetElemCount() == m_Temp.GetElemCount() && m_Mergeable.GetUpdateElem() == m_Temp.GetUpdateElem()) { UIRemainTowerCount.AddTowerCount(); } //得到升级元素并进行升级 m_Temp.AddElem(m_Mergeable.GetUpdateElem()); //退出升级模式 isOnUpdate = false; }
public void OnEnter(string prevState) { m_Canvas.enabled = true; UIRemainTowerCount.ResetTowerCount(); }