// Use this for initialization void Start() { switch (PlayerIndex) { case PlayerEnum.PlayerOne: _InstanceP1 = this; break; case PlayerEnum.PlayerTwo: _InstanceP2 = this; break; case PlayerEnum.PlayerThree: _InstanceP3 = this; break; case PlayerEnum.PlayerFour: _InstanceP4 = this; break; } ZuiGaoFenObj.SetActive(false); SetScoreSprite(); if (!XkGameCtrl.GetIsActivePlayer(PlayerIndex)) { SetActivePlayerScore(false); } }
// Use this for initialization internal void Init() { if (IsInit == true) { return; } IsInit = true; switch (PlayerIndex) { case PlayerEnum.PlayerOne: _InstanceP1 = this; break; case PlayerEnum.PlayerTwo: _InstanceP2 = this; break; case PlayerEnum.PlayerThree: _InstanceP3 = this; break; case PlayerEnum.PlayerFour: _InstanceP4 = this; break; } ZuiGaoFenObj.SetActive(false); //SetScoreSprite(); if (!XkGameCtrl.GetIsActivePlayer(PlayerIndex)) { SetActivePlayerScore(false); } }
void SetActivePlayerScore(bool isActive) { if (!isActive) { //SetScoreSprite(); ZuiGaoFenObj.SetActive(false); } if (isActive != gameObject.activeSelf) { CheckPlayerZuiGaoFen(true); if (isActive == true) { //显示玩家距抽奖还差多少分数. SSPlayerScoreManage playerScoreManage = SSPlayerScoreManage.GetInstance(PlayerIndex); if (playerScoreManage != null) { playerScoreManage.OnDisplayPlayerScore(); } //设置距抽奖还差的最少分值信息. int score = 40000; if (XkGameCtrl.GetInstance() != null && XkGameCtrl.GetInstance().m_PingJiData != null) { score = XkGameCtrl.GetInstance().m_PingJiData.GetChouJiangMinScore(); } SetJuChouJiangScore(score); } } OnEndMakeScoreToSmall(); gameObject.SetActive(isActive); }
void SetActivePlayerScore(bool isActive) { if (!isActive) { SetScoreSprite(); ZuiGaoFenObj.SetActive(false); } if (isActive != gameObject.activeSelf) { CheckPlayerZuiGaoFen(); } OnEndMakeScoreToSmall(); gameObject.SetActive(isActive); }