示例#1
0
    void OnMouseDown()
    {
        UI UI = GameObject.Find("UI").GetComponent <UI>();

        if (UI.AttackMode)
        {
            UnitManage.AddEvent("Attack", UI.Selected, ActualUnit);
            UI.Cancel();
            return;
        }
        if (UI.PlayerTeam == ActualUnit.GetComponent <Unit>().Team)
        {
            if (null != UI.Selected)
            {
                PathFinding.ClearRoute(UI.Selected.GetComponent <Unit>().MoveRoute);
            }
            UI.Selected = ActualUnit;
            UI.Selected.GetComponent <Unit>().OnSelecte();
            for (int i = 2; i < gameObject.transform.parent.childCount; i += 2)
            {
                gameObject.transform.parent.GetChild(i).gameObject.GetComponent <SpriteRenderer>().color = new Color(1, 1, 1, 1);
            }
            GetComponent <SpriteRenderer>().color = new Color(1, 1, 0, 1);
        }
        else
        {
            Debug.Log(Message.UNIT_NOT_ON_OUR_SIDE);
        }
    }
示例#2
0
    void OnMouseDown()
    {
        UI UI = GameObject.Find("UI").GetComponent <UI>();

        if (UI.MoveMode)
        {
            UnitManage.AddEvent(KeyTerm.MOVE_CMD, UI.Selected, gameObject);
            for (int i = 0; i < gameObject.transform.parent.childCount; i++)
            {
                if (null != gameObject.transform.parent.GetChild(i).gameObject.GetComponent <Unit>())
                {
                    UI.Destination = true;
                    break;
                }
            }
            UI.Cancel();
        }
    }
示例#3
0
文件: AI.cs 项目: hanzemeng/GameSqur
 public static void AIMove()
 {
     for (int i = 0; i < UnitManage.Unit.Length; i++)
     {
         if (UI.PlayerTeam != UnitManage.Unit[i].GetComponent <Unit>().Team)
         {
             GameObject Victim = null;
             if (KeyTerm.NONE == UnitManage.Unit[i].GetComponent <Unit>().Action)
             {
                 Victim = CheckEnemy(UnitManage.Unit[i], UnitManage.Unit[i].GetComponent <Unit>().AttackRange, UnitManage.Unit[i].GetComponent <Unit>().AttackRangeType);
                 if (null != Victim)
                 {
                     UnitManage.AddEvent(KeyTerm.ATTACK_CMD, UnitManage.Unit[i], Victim);
                 }
                 else
                 {
                     Victim = CheckEnemy(UnitManage.Unit[i], UnitManage.Unit[i].GetComponent <Unit>().DetectRange, KeyTerm.SQUARE);
                     if (null != Victim)
                     {
                         UnitManage.AddEvent(KeyTerm.MOVE_CMD, UnitManage.Unit[i], Victim.transform.parent.GetChild(KeyTerm.LAND_INDEX).gameObject);
                     }
                 }
             }
             if (KeyTerm.MOVE_CMD == UnitManage.Unit[i].GetComponent <Unit>().Action)
             {
                 Victim = CheckEnemy(UnitManage.Unit[i], UnitManage.Unit[i].GetComponent <Unit>().AttackRange, UnitManage.Unit[i].GetComponent <Unit>().AttackRangeType);
                 if (null != Victim)
                 {
                     UnitManage.AddEvent(KeyTerm.ATTACK_CMD, UnitManage.Unit[i], Victim);
                 }
             }
             if (KeyTerm.ATTACK_CMD == UnitManage.Unit[i].GetComponent <Unit>().Action)
             {
                 Victim = CheckEnemy(UnitManage.Unit[i], UnitManage.Unit[i].GetComponent <Unit>().AttackRange, UnitManage.Unit[i].GetComponent <Unit>().AttackRangeType);
                 if (UnitManage.Target[i] != Victim)
                 {
                     UnitManage.ClearUnit(UnitManage.Unit[i]);
                     AIMove();
                 }
             }
         }
     }
 }