V3.3.2 LevelProbabilityPanel初始化完成
LevelProbabilityPanel初始化完成 独立Target enum类
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@@ -77,7 +77,7 @@ public class MouseInMap : MonoBehaviour
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else
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{
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// if agent or enemy is not nearby, create new block
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sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Attack, blockLevel, blockNum, nowHitPositionRelative);
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sceneBlockCon.CreateNewBlock(Targets.Attack, blockLevel, blockNum, nowHitPositionRelative);
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sceneBlockCon.InitializeBlock(environmentObj);
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targetCon.AttackModeChange(nowHitPositionRelative);
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ChangeMouseMode(MouseMode.Default);
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@@ -94,7 +94,7 @@ public class MouseInMap : MonoBehaviour
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else
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{
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// if agent or enemy is not nearby, create new block
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sceneBlockCon.CreateNewBlock(SceneBlockContainer.Targets.Go, blockLevel, blockNum, nowHitPositionRelative);
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sceneBlockCon.CreateNewBlock(Targets.Go, blockLevel, blockNum, nowHitPositionRelative);
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sceneBlockCon.InitializeBlock(environmentObj);
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targetCon.GotoModeChange(nowHitPositionRelative);
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ChangeMouseMode(MouseMode.Default);
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@@ -124,7 +124,7 @@ public class MouseInMap : MonoBehaviour
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public void ChangeMouseMode(MouseMode mouseMode, int level = -1, int blockNum = -1)
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{
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this.mouseMode = mouseMode;
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SceneBlockContainer.Targets nowTargetType;
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Targets nowTargetType;
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switch (mouseMode)
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{
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case MouseMode.AttackSet:
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@@ -149,7 +149,7 @@ public class MouseInMap : MonoBehaviour
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if (blockNum < 0)
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{
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// while blockNum is not set, random choose block type
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this.blockNum = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(nowTargetType, blockLevel));
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this.blockNum = Random.Range(0, sceneBlockCon.scenePrefabSet.GetBlockNumber(blockLevel, nowTargetType));
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}
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else
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{
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@@ -157,7 +157,7 @@ public class MouseInMap : MonoBehaviour
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this.blockNum = blockNum;
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}
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// set previewModel
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previewModel = sceneBlockCon.scenePrefabSet.GetPrefab(nowTargetType, blockLevel, this.blockNum);
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previewModel = sceneBlockCon.scenePrefabSet.GetPrefab(blockLevel, this.blockNum, nowTargetType);
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mousePreviewCon.ChangePreviewTo(previewModel);
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break;
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@@ -223,20 +223,20 @@ public class MouseInMap : MonoBehaviour
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}
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// change to TargetType from MouseMode
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private SceneBlockContainer.Targets GetTargetTypeByMouseMode(MouseMode mode)
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private Targets GetTargetTypeByMouseMode(MouseMode mode)
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{
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switch (mode)
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{
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case MouseMode.AttackSet:
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return SceneBlockContainer.Targets.Attack;
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return Targets.Attack;
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case MouseMode.GotoSet:
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return SceneBlockContainer.Targets.Go;
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return Targets.Go;
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default:
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messageCon.PushMessage(new List<string> { "[Error]MouseInMap:GetTargetTypeByMouseMode:", "Mouse Mode not found!", "mode=", mode.ToString() },
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new List<string> { messageCon.errorColor });
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return SceneBlockContainer.Targets.Num;
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return Targets.Num;
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}
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}
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}
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