65 lines
2.0 KiB
C#
65 lines
2.0 KiB
C#
using System;
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using Framework;
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using Gameplay.Guide;
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using TGS;
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using UnityEngine;
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namespace Gameplay.Level
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{
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public abstract class LevelBaseState : IState
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{
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protected Level _level;
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public LevelBaseState(Level level)
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{
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_level = level;
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}
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public void OnEnter()
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{
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//InputManager.Instance.OnClick += _OnClick;
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EventManager.Instance.Register(EventManager.EventName.Level_OnClick, (Action<Vector2>) _OnClick);
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_OnEnter();
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}
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public void OnUpdate(float deltaTime)
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{
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_OnUpdate(deltaTime);
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}
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public void OnExit()
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{
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_OnExit();
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// _level.Map.TerrainGridSystem.OnCellClick -= _OnCellClick;
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//InputManager.Instance.OnClick -= _OnClick;
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EventManager.Instance.Unregister(EventManager.EventName.Level_OnClick, (Action<Vector2>) _OnClick);
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}
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protected abstract void _OnEnter();
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protected abstract void _OnUpdate(float deltaTime);
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protected abstract void _OnExit();
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protected abstract void _OnCellClick(TerrainGridSystem tgs, int cellIndex, int buttonIndex);
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protected abstract void _OnClick(Vector2 screenPosition);
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/// <summary>
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/// 检查能否点击地板
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/// </summary>
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protected void CheckCellClick(TerrainGridSystem tgs, int cellIndex, int buttonIndex)
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{
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if (GuideManager.Instance.IsGuiding && // 在新手引导中
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GuideManager.Instance.IsControlFloor && // 是否控制地板点击
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GuideManager.Instance.FloorIndex != cellIndex) // 点击的不是指定地板
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{
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return;
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}
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EventManager.Instance.Send(EventManager.EventName.Guide_ClickFloor);
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DebugUtil.LogG($"用户点击格子:{cellIndex}");
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_OnCellClick(tgs, cellIndex, buttonIndex);
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}
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}
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} |