/// <summary>
    /// 角色选择处理
    /// </summary>
    public void HandleForSelectCharacter()
    {
        //如果没有在玩家回合 切没有在选择人物中则不处理
        UIMiniGameCombat uiMiniGameCombat = UIHandler.Instance.manager.GetUI <UIMiniGameCombat>(UIEnum.MiniGameCombat);

        if (MiniGameHandler.Instance.handlerForCombat.miniGameData.GetCombatStatus() != MiniGameCombatBean.MiniGameCombatStatusEnum.OurRound ||
            !uiMiniGameCombat.isSelecting)
        {
            return;
        }
        if (Input.GetButtonDown(InputInfo.Direction_Up) ||
            Input.GetButtonDown(InputInfo.Direction_Left)
            )
        {
            uiMiniGameCombat.uiForSelectCharacter.ChangeCharacter(-1);
        }
        if (Input.GetButtonDown(InputInfo.Direction_Right) ||
            Input.GetButtonDown(InputInfo.Direction_Down))
        {
            uiMiniGameCombat.uiForSelectCharacter.ChangeCharacter(1);
        }
        if (Input.GetButtonDown(InputInfo.Interactive_E) || Input.GetButtonDown(InputInfo.Confirm))
        {
            uiMiniGameCombat.uiForSelectCharacter.ConfirmSelect();
        }
        if (Input.GetButtonDown(InputInfo.Cancel))
        {
            uiMiniGameCombat.OpenCombatCommand();
            //开启选中特效
            MiniGameHandler.Instance.handlerForCombat.SelectCharacter(MiniGameHandler.Instance.handlerForCombat.miniGameData.GetRoundActionCharacter());
        }
    }
示例#2
0
 /// <summary>
 /// 开始游戏
 /// </summary>
 public override void StartGame()
 {
     base.StartGame();
     //打开游戏UI
     uiMiniGameCombat = UIHandler.Instance.manager.OpenUIAndCloseOther <UIMiniGameCombat>(UIEnum.MiniGameCombat);
     uiMiniGameCombat.SetCallBack(this);
     uiMiniGameCombat.SetData(miniGameData);
     miniGameData.SetCombatStatus(MiniGameCombatStatusEnum.Rounding);
     uiMiniGameCombat.StartRound();
     //战斗速度设置
     Time.timeScale = GameDataHandler.Instance.manager.gameData.speedForCombat;
 }