private void TouchCondition(GameObject go) { if (go == null) { return; } if (m_IsChooseSuccessCondition) { return; } for (int i = 0; i < m_PaintDrums.Length; i++) { if (m_PaintDrums[i].TouchObj == go) { m_IsChooseSuccessCondition = m_PaintDrums[i].Select(m_PaintDrums[i].PropType, (int)m_CurColor); if (m_IsChooseSuccessCondition) { m_SelectPaintDrums = m_PaintDrums[i]; for (int j = 0; j < m_PaintDrums.Length; j++) { if (m_PaintDrums[j].TouchObj != go) { m_PaintDrums[j].Gary(); } } } break; } } }
/// <summary> /// open时候调用一次 /// </summary> protected override void ResetData() { base.ResetData(); for (int i = 0; i < m_EasyCars.Length; i++) { m_EasyCars[i].StopAutoScale(); m_EasyCars[i].Clear(); } for (int i = 0; i < m_TroubleCars.Length; i++) { m_TroubleCars[i].StopAutoScale(); m_TroubleCars[i].Clear(); } for (int i = 0; i < m_PaintDrums.Length; i++) { m_PaintDrums[i].Clear(); } m_SelectPaintDrums = null; //int wallWeight = GameEntry.WindowsConfig.Config.Screen_Wall_Width; //if (m_DifficultyType == DifficultyType.Easy) //{ // Vector3 move = m_EasyPosition + Vector3.right * wallWeight; // m_EasyTransform.transform.localPosition = move; //} //else if (m_DifficultyType == DifficultyType.Trouble) //{ // Vector3 move = m_TroublePosition + Vector3.right * wallWeight; // m_TroubleTransform.transform.localPosition = move; //} }
/// <summary> /// 移动笔刷 /// </summary> /// <param name="paint_drum"></param> /// <param name="finish"></param> public void MoveTo(PaintDrum paint_drum, GameFrameworkAction finish) { paint_drum.BrushStopShake(); Sequence ms = DOTween.Sequence(); Tween move1 = paint_drum.BrushTransform.DOMove(transform.position + Vector3.left, 1).SetEase(Ease.Linear); Tween move2 = paint_drum.BrushTransform.DOMoveX(transform.position.x + 1, 0.625f).SetLoops(4, LoopType.Yoyo); StartCoroutine(IEnumeratorBrush()); move2.OnComplete(() => { if (finish != null) { finish(); } m_ColorMask.enabled = true; paint_drum.InitBrush(); }); ms.Append(move1); ms.Append(move2); }
public override bool Select(PropType subProp, TeamType teamType, int id, PaintDrum paint_drum, GameFrameworkAction finish) { if (!IsCanTouch) { return(false); } IsCanTouch = false; //true if (subProp == PropType && Id == id && m_TeamType == teamType) { SelectSuccess(); MoveTo(paint_drum, finish); return(true); } // false else { SelectFailed(); return(false); } }
public virtual bool Select(PropType subProp, TeamType teamType, int id, PaintDrum paint_drum, GameFrameworkAction finish) { throw new System.Exception("调用请实现虚函数!!"); }