60 lines
1.9 KiB
C#
60 lines
1.9 KiB
C#
using System;
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using Framework;
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using Gameplay.Guide;
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using LTGame;
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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 BaseLevelState : NBaseState
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{
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protected Level _level;
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public BaseLevelState(Level level, int stateId) : base(stateId)
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{
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_level = level;
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}
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protected override void _OnEnter(NBaseState exitState,
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object param)
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{
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EventManager.Instance.Unregister(EventManager.EventName.Level_OnClick, (Action<Vector2>) _OnClick);
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EventManager.Instance.Register(EventManager.EventName.Level_OnClick, (Action<Vector2>) _OnClick);
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}
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protected override void _OnRunning()
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{
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}
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protected override void _OnExit(NBaseState exitState,
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object param)
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{
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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 _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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EventManager.Instance.Send(EventManager.EventName.ToFightModelDragSuc, false);
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return;
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}
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EventManager.Instance.Send(EventManager.EventName.Guide_ClickFloor, cellIndex);
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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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} |