示例#1
0
 // 处理格子的相关方法,参数是当前选择的格子
 public void HandleGrid(GridPoint grid)
 {
     if (grid.gridState.canBuild)
     {
         if (selectGrid == null) // 没有上一个格子
         {
             PlayAudioEffect("NormalMordel/Grid/GridSelect");
             selectGrid = grid;
             selectGrid.ShowGrid();
         }
         else if (grid == selectGrid) // 选择了同一个格子
         {
             PlayAudioEffect("NormalMordel/Grid/GridDeselect");
             grid.HideGrid();
             selectGrid = null;
         }
         else // 选择不同的格子
         {
             PlayAudioEffect("NormalMordel/Grid/GridSelect");
             selectGrid.HideGrid();
             selectGrid = grid;
             selectGrid.ShowGrid();
         }
     }
     else
     {
         PlayAudioEffect("NormalMordel/Grid/SelectFault");
         grid.HideGrid();
         grid.ShowCantBuild();
         if (selectGrid != null)
         {
             selectGrid.HideGrid();
         }
     }
 }
示例#2
0
 //格子处理方法
 public void HandleGrid(GridPoint grid)//当前选择的格子
 {
     if (grid.gridState.canBuild)
     {
         if (selectGrid == null)//没有上一个格子
         {
             selectGrid = grid;
             selectGrid.ShowGrid();
             PlayEffectMusic("NormalMordel/Grid/GridSelect");
         }
         else if (grid == selectGrid)//选中同一个格子
         {
             grid.HideGrid();
             selectGrid = null;
             PlayEffectMusic("NormalMordel/Grid/GridDeselect");
         }
         else if (grid != selectGrid)//选中不同格子
         {
             selectGrid.HideGrid();
             selectGrid = grid;
             selectGrid.ShowGrid();
             PlayEffectMusic("NormalMordel/Grid/GridSelect");
         }
     }
     else
     {
         grid.HideGrid();
         grid.ShowCantBuild();
         PlayEffectMusic("NormalMordel/Grid/SelectFault");
         if (selectGrid != null)
         {
             selectGrid.HideGrid();
         }
     }
 }
示例#3
0
 public void HandleGrid(GridPoint grid)
 {
     if (grid.gridState.canBuild)
     {
         //三种判断
         if (selectGrid == null)//之前没选中
         {
             PlayEffectClip("NormalMordel/Grid/GridSelect");
             selectGrid = grid;
             selectGrid.ShowGrid();
         }
         else if (selectGrid == grid)//选中同一个
         {
             PlayEffectClip("NormalMordel/Grid/GridDeselect");
             selectGrid.HideGrid();
             selectGrid = null;
         }
         else if (selectGrid != grid)//现在选的是另一个格子
         {
             PlayEffectClip("NormalMordel/Grid/GridSelect");
             selectGrid.HideGrid();
             selectGrid = grid;
             selectGrid.ShowGrid();
         }
     }
     else
     {
         grid.HideGrid();//不是很明白——明白了,这里是如果这个格子不能建造,就隐藏格子
         grid.ShowCantBuild();
         PlayEffectClip("NormalMordel/Grid/SelectFault");
         if (selectGrid != null)
         {
             selectGrid.HideGrid();//隐藏上一个格子,如果上一个格子已经选中了其他的塔
         }
     }
 }