Пример #1
0
        void  Awake()
        {
//			slotForChip = GetComponent<SlotForCard>();
            slotGravity  = GetComponent <SlotGravity>();
            slotTeleport = GetComponent <SlotTeleport>();

            _animIceBlock = transform.Find("IceBlock").GetComponent <Animation>();
            _animIceGloss = _animIceBlock.transform.Find("Gloss").GetComponent <Animation>();
        }
Пример #2
0
        /// <summary>
        /// 生成底图
        /// </summary>
        private IEnumerator GenerateSlots()
        {
            DebugUtil.Info("生成底图");

            //生成节点
            SlotRoot = GameObject.Find("Slot").transform;

            Slot          slotAdd    = null;
            SlotGenerator sGenerator = null;
            SlotTeleport  sTeleport  = null;

            for (int x = 0; x < field.width; x++)
            {
                yield return(0);

                for (int y = 0; y < field.height; y++)
                {
                    field.slots[x, y]     = _currentLevelProfile.GetSlot(x, Height - y - 1);
                    field.generator[x, y] = _currentLevelProfile.GetGenerator(x, Height - y - 1);
                    field.teleport[x, y]  = _currentLevelProfile.GetTeleport(x, Height - y - 1);

                    if (field.slots[x, y])
                    {
                        slotAdd = CreateOneSlot(x, y);
                        slotAdd.transform.SetParent(SlotRoot, false);

                        if (field.generator[x, y])
                        {
                            sGenerator = slotAdd.GetOrAddComponent <SlotGenerator>();
                            sGenerator.SetSlot(slotAdd);
                            FightMgr.Instance.AllSlotGenerator.Add(sGenerator);
                        }

                        if (field.teleport[x, y] > 0)
                        {
                            sTeleport          = slotAdd.GetOrAddComponent <SlotTeleport>();
                            sTeleport.TargetID = field.teleport[x, y];
                        }

                        int gravity = _currentLevelProfile.GetGravity(x, Height - y - 1);
                        switch (gravity)
                        {
                        case 0:
                            slotAdd.slotGravity.gravityDirection = Side.Bottom;
                            break;

                        case 1:
                            slotAdd.slotGravity.gravityDirection = Side.Left;
                            break;

                        case 2:
                            slotAdd.slotGravity.gravityDirection = Side.Top;
                            break;

                        case 3:
                            slotAdd.slotGravity.gravityDirection = Side.Right;
                            break;
                        }

                        FightMgr.Instance.AllSlotGravity.Add(slotAdd.GetOrAddComponent <SlotGravity>());
                    }
                }
            }
        }