public override void OnOpen(Intent intent) { base.OnOpen(intent); Debugger.Log("MainPanel Open"); string ip = PlayerPrefs.GetString("hostIp"); if (ip != "") { ipInput.value = ip; } FieldRoadStation s1 = new FieldRoadStation() { type = FieldRoadStationType.Rail, point = new ChessPoint(1, 5), }; FieldRoadStation s2 = new FieldRoadStation() { type = FieldRoadStationType.Barrack, point = new ChessPoint(1, 6), }; Debugger.Warn(ChessAgainst.IsBarrack(new ChessPoint(1, 7))); Debugger.Warn(ChessAgainst.InRailArea(new ChessPoint(0, 7))); Debugger.Warn(ChessAgainst.InRailArea(new ChessPoint(1, 6))); Debugger.Warn(ChessAgainst.InRailArea(new ChessPoint(1, 10))); Debugger.Warn(ChessAgainst.InRailArea(new ChessPoint(4, 6))); //App.Manager.UI.ReplaceView("UIGamePanel"); //OnSetIp(); }
/// <summary> /// 初始化棋盘放置 /// </summary> private void InitChessHero(ChessHeroGroup group) { TreeRoot treeRoot = GetComponent <TreeRoot>(); List <ChessHeroData> chessHeroDatas = App.Package.ChessGame.GetChessHeroList(group); for (int i = 0; i < chessHeroDatas.Count; i++) { ChessHeroData heroData = chessHeroDatas[i]; if (!ChessAgainst.IsBarrack(heroData.point))//不在军营里 { GameObject go = Instantiate(m_ChessHero); UIWChessHeroItem chessHeroItem = go.GetComponent <UIWChessHeroItem>(); chessHeroItem.heroData = heroData; chessHeroItem.treeRoot = treeRoot; chessHeroItem.chessHeroId = heroData.heroTypeId; treeRoot.Bind(chessHeroItem);//绑定到TreeRoot chessHeroItem.chessId = heroData.id; switch (group) { case ChessHeroGroup.Myself: go.transform.parent = m_MyselfFied.transform; chessHeroItem.state = ChessHeroState.Alive; chessHeroItem.labelState = ChessHeroLabelState.Show; break; case ChessHeroGroup.Enemy: go.transform.parent = m_EnemyFied.transform; chessHeroItem.state = ChessHeroState.Alive; chessHeroItem.labelState = (heroData.heroTypeId >= 0)? ChessHeroLabelState.Show: ChessHeroLabelState.Hide; //小于0为未知棋子,应该隐藏 break; } go.transform.localScale = Vector3.one; go.transform.localPosition = GetChessLocalPosition(heroData.point); go.SetActive(true); heroData.gameObject = go; } else { Debugger.Error("初始化棋子位置错误!"); } } }
/// <summary> /// 初始化战场的道路连接数据 /// </summary> public void InitFieldMap() { m_MapRoadStations.Clear(); for (int i = 0; i < 12; i++) { for (int j = 0; j < 5; j++) { FieldRoadStation roadStation = new FieldRoadStation(); roadStation.point = new ChessPoint(j, i); if (ChessAgainst.InRailArea(roadStation.point)) { roadStation.type = FieldRoadStationType.Rail; } else if (ChessAgainst.IsBarrack(roadStation.point)) { roadStation.type = FieldRoadStationType.Barrack; } roadStation.id = m_MapRoadStations.Count; m_MapRoadStations.Add(roadStation); } } List <int> connetedIds = new List <int>(); for (int i = 0; i < m_MapRoadStations.Count; i++) { connetedIds.Clear(); for (int j = 0; j < m_MapRoadStations.Count; j++) { if (i != j) { if (ChessAgainst.IsConnected(m_MapRoadStations[i], m_MapRoadStations[j])) { connetedIds.Add(j); //Debugger.Warn(m_MapRoadStations[i].point.ToString()+" => "+ m_MapRoadStations[j].point.ToString()); } } } m_MapRoadStations[i].connectedPointIds = connetedIds.ToArray(); } }
private void OnChessHeroClick(object content)//吃子移动 { if (App.Package.ChessGame.IsGameStart) { if (!App.Package.ChessGame.IsMyRound) { Common.UI.OpenTips("敌方回合,无法行动"); return; } if (m_MyChessIsMoving) { return; //正在移动 } Intent intent = (Intent)content; int id = (int)intent.Value("id"); GameObject go = (GameObject)intent.Value("gameObject"); ChessHeroData hero = App.Package.ChessGame.GetChessHeroDataById(id); ChessHeroGroup group = hero.group; Push("_chessHeroChoosed", id); //明棋模式提醒 if (group == ChessHeroGroup.Myself) { for (int i = 0; i < App.Package.ChessGame.ChessDataIds.Count; i++) { int chessId = App.Package.ChessGame.ChessDataIds[i]; ChessHeroData heroPre = App.Package.ChessGame.GetChessHeroDataById(chessId); if (heroPre.group == ChessHeroGroup.Myself) { continue; } UIWChessHeroItem uiChess = heroPre.gameObject.GetComponent <UIWChessHeroItem>(); uiChess.willLose.SetActive(false); uiChess.willWin.SetActive(false); uiChess.willTie.SetActive(false); if (heroPre.heroTypeId > -1 && ChessAgainst.ChessHeroCanMove(hero)) { ChessMoveResult result = ChessAgainst.ChessCanBeat(hero, heroPre); switch (result) { case ChessMoveResult.LOSE: uiChess.willLose.SetActive(true); break; case ChessMoveResult.TIE: uiChess.willTie.SetActive(true); break; case ChessMoveResult.WIN: uiChess.willWin.SetActive(true); break; } } } } else { for (int i = 0; i < App.Package.ChessGame.ChessDataIds.Count; i++) { int chessId = App.Package.ChessGame.ChessDataIds[i]; ChessHeroData heroPre = App.Package.ChessGame.GetChessHeroDataById(chessId); if (heroPre.group == ChessHeroGroup.Myself) { continue; } UIWChessHeroItem uiChess = heroPre.gameObject.GetComponent <UIWChessHeroItem>(); uiChess.willLose.SetActive(false); uiChess.willWin.SetActive(false); uiChess.willTie.SetActive(false); } } if (App.Package.ChessGame.MyselfChooseChessId > -1) { ChessHeroData heroChoosed = App.Package.ChessGame.GetChessHeroDataById(App.Package.ChessGame.MyselfChooseChessId); if (heroChoosed.group == ChessHeroGroup.Myself && group != ChessHeroGroup.Myself) //之前有选择自己,当前非己方的棋 { if (App.Package.ChessGame.IsGameStart) //游戏开始了之后才能走并吃子 { if (ChessAgainst.IsBarrack(hero.point) && hero.point.y > 5) //敌方的军营 { Common.UI.OpenTips("敌军在行营里,不要浪啊~"); } else { if (ChessAgainst.IsStronghold(heroChoosed.point)) { Common.UI.OpenTips("大本营的棋子无法移动!"); } else { ChessMoveData moveData = ChessAgainst.ChessHeroCanMoveTo(heroChoosed, hero.point); if (moveData.crashType > 0) { if (moveData.crashType == 1) { switch (moveData.crashHero.heroTypeId) { case 0: Common.UI.OpenTips("地雷无法移动!"); break; case 11: Common.UI.OpenTips("军旗无法移动!"); break; default: Common.UI.OpenTips("嗷!走不过去啊!"); break; } } else { Common.UI.OpenTips("嗷!走不过去啊!"); } } else { RequestToMove(heroChoosed, hero.point, hero, moveData); } } } } } } App.Package.ChessGame.MyselfChooseChessId = id; } else { if (App.Package.ChessGame.IsReadyGame) { Common.UI.OpenTips("比赛还没开始哦,不要心急"); } else { Common.UI.OpenTips("赶紧布兵吧!你还没有准备呢\n长按拖动可以交换棋子!"); } } }