/// <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()); } }
/// <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; }