From 944950c86ab3be21c22b7c15039cf2e572efdc90 Mon Sep 17 00:00:00 2001
From: chenxin <chenxin6991@163.com>
Date: Tue, 01 Dec 2020 15:34:32 +0800
Subject: [PATCH] 删除无用代码

---
 Assets/Scripts/TowerDefense/Input/TowerDefenseKeyboardMouseInput.cs |  387 +++++++++++++++++++++++++++---------------------------
 1 files changed, 192 insertions(+), 195 deletions(-)

diff --git a/Assets/Scripts/TowerDefense/Input/TowerDefenseKeyboardMouseInput.cs b/Assets/Scripts/TowerDefense/Input/TowerDefenseKeyboardMouseInput.cs
index e58d8fe..0ac6743 100644
--- a/Assets/Scripts/TowerDefense/Input/TowerDefenseKeyboardMouseInput.cs
+++ b/Assets/Scripts/TowerDefense/Input/TowerDefenseKeyboardMouseInput.cs
@@ -8,213 +8,210 @@
 
 namespace TowerDefense.Input
 {
-	[RequireComponent(typeof(GameUI))]
-	public class TowerDefenseKeyboardMouseInput : KeyboardMouseInput
-	{
-		/// <summary>
-		/// Cached eference to gameUI
-		/// </summary>
-		GameUI m_GameUI;
+    [RequireComponent(typeof(GameUI))]
+    public class TowerDefenseKeyboardMouseInput : KeyboardMouseInput
+    {
+        /// <summary>
+        /// Cached eference to gameUI
+        /// </summary>
+        GameUI m_GameUI;
 
-		/// <summary>
-		/// 是否处于拖动状态。
-		/// </summary>
-		protected bool isInDragState = false;
+        /// <summary>
+        /// 是否处于拖动状态。
+        /// </summary>
+        protected bool isInDragState = false;
 
-		/// <summary>
-		/// Register input events
-		/// </summary>
-		protected override void OnEnable()
-		{
-			base.OnEnable();
-			
-			m_GameUI = GetComponent<GameUI>();
+        /// <summary>
+        /// Register input events
+        /// </summary>
+        protected override void OnEnable()
+        {
+            base.OnEnable();
 
-			if (InputController.instanceExists)
-			{
-				InputController controller = InputController.instance;
+            m_GameUI = GetComponent<GameUI>();
 
-				controller.tapped += OnTap;
-				controller.mouseMoved += OnMouseMoved;
+            if (InputController.instanceExists)
+            {
+                InputController controller = InputController.instance;
 
-				// River Add for Mouse Start Drag & Draged.
-				controller.startedDrag += OnStartDrag;
-				controller.dragged += this.OnDrag;
-				controller.released += this.OnEndDrag;
-			}
-		}		
+                controller.tapped += OnTap;
+                controller.mouseMoved += OnMouseMoved;
+
+                // River Add for Mouse Start Drag & Draged.
+                controller.startedDrag += OnStartDrag;
+                controller.dragged += this.OnDrag;
+                controller.released += this.OnEndDrag;
+            }
+        }
 
 
-		/// <summary>
-		/// Deregister input events
-		/// </summary>
-		protected override void OnDisable()
-		{
-			if (!InputController.instanceExists)
-			{
-				return;
-			}
+        /// <summary>
+        /// Deregister input events
+        /// </summary>
+        protected override void OnDisable()
+        {
+            if (!InputController.instanceExists)
+            {
+                return;
+            }
 
-			InputController controller = InputController.instance;
+            InputController controller = InputController.instance;
 
-			controller.tapped -= OnTap;
-			controller.mouseMoved -= OnMouseMoved;
+            controller.tapped -= OnTap;
+            controller.mouseMoved -= OnMouseMoved;
 
-			controller.startedDrag -= this.OnStartDrag;
-			controller.dragged -= this.OnDrag;
-			controller.released -= this.OnEndDrag;
-		}
+            controller.startedDrag -= this.OnStartDrag;
+            controller.dragged -= this.OnDrag;
+            controller.released -= this.OnEndDrag;
+        }
 
-		/// <summary>
-		/// Handle camera panning behaviour
-		/// </summary>
-		protected override void Update()
-		{
-			base.Update();
-			
-			// Escape handling
-			if (UnityInput.GetKeyDown(KeyCode.Escape))
-			{
-				switch (m_GameUI.state)
-				{
-					case State.Normal:
-						if (m_GameUI.isTowerSelected)
-						{
-							m_GameUI.DeselectTower();
-						}
-						else
-						{
-							m_GameUI.Pause();
-						}
-						break;
-					case State.BuildingWithDrag:
-					case State.Building:
-						m_GameUI.CancelGhostPlacement();
-						break;
-				}
-			}
-			
-			// place towers with keyboard numbers
-			if (LevelManager.instanceExists)
-			{
-				int towerLibraryCount = LevelManager.instance.towerLibrary.Count;
+        /// <summary>
+        /// Handle camera panning behaviour
+        /// </summary>
+        protected override void Update()
+        {
+            base.Update();
 
-				// find the lowest value between 9 (keyboard numbers)
-				// and the amount of towers in the library
-				int count = Mathf.Min(9, towerLibraryCount);
-				KeyCode highestKey = KeyCode.Alpha1 + count;
-
-				for (var key = KeyCode.Alpha1; key < highestKey; key++)
-				{
-					// add offset for the KeyCode Alpha 1 index to find correct keycodes
-					if (UnityInput.GetKeyDown(key))
-					{
-						Tower controller = LevelManager.instance.towerLibrary[key - KeyCode.Alpha1];
-						if (LevelManager.instance.currency.CanAfford(controller.purchaseCost))
-						{
-							if (m_GameUI.isBuilding)
-							{
-								m_GameUI.CancelGhostPlacement();
-							}
-							GameUI.instance.SetToBuildMode(controller);
-							GameUI.instance.TryMoveGhost(InputController.instance.basicMouseInfo);
-						}
-						break;
-					}
-				}
-
-				// special case for 0 mapping to index 9
-				if (count < 10 && UnityInput.GetKeyDown(KeyCode.Alpha0))
-				{
-					Tower controller = LevelManager.instance.towerLibrary[9];
-					GameUI.instance.SetToBuildMode(controller);
-					GameUI.instance.TryMoveGhost(InputController.instance.basicMouseInfo);
-				}
-			}
-		}
-
-		/// <summary>
-		/// Ghost follows pointer
-		/// </summary>
-		void OnMouseMoved(PointerInfo pointer)
-		{
-			// We only respond to mouse info
-			var mouseInfo = pointer as MouseCursorInfo;
-
-			if ((mouseInfo != null) && (m_GameUI.isBuilding))
-			{
-				m_GameUI.TryMoveGhost(pointer, false);
-			}
-		}
-
-		protected virtual void OnStartDrag(PointerActionInfo pointer)
-		{
-			// select towers
-			m_GameUI.TrySelectTower(pointer);
-			// River: 为了开始拖动后可以直接显示GhostTower
-			m_GameUI.TryMoveGhost(pointer, false);
-
-			this.isInDragState = true;
-		}
-
-		protected override void OnDrag(PointerActionInfo pointer)
-		{
-			if ((pointer != null) && (m_GameUI.isBuilding))
-			{
-				m_GameUI.TryMoveGhost(pointer, false);
-			}
-		}
-
-		protected void OnEndDrag(PointerActionInfo pointer)
-		{
-			// EndDrag 只能放置相关的GhostTower.
-			if (this.isInDragState)
-				m_GameUI.onEndTowerDrag(pointer);
-				//m_GameUI.TryPlaceTower(pointer);
-
-			this.isInDragState = false;
-		}
-
-
-		/// <summary>
-		/// Select towers or position ghosts
-		/// </summary>
-		void OnTap(PointerActionInfo pointer)
-		{
-			// We only respond to mouse info
-			var mouseInfo = pointer as MouseButtonInfo;
-
-			if (mouseInfo != null && !mouseInfo.startedOverUI)
-			{
-				if (m_GameUI.isBuilding)
-				{
-					if (mouseInfo.mouseButtonId == 0) // LMB confirms
-					{
-						if( m_GameUI.TryPlaceTower(pointer))
+            // Escape handling
+            if (UnityInput.GetKeyDown(KeyCode.Escape))
+            {
+                switch (m_GameUI.state)
+                {
+                    case State.Normal:
+                        if (m_GameUI.isTowerSelected)
                         {
-							// 开启相应的兵线:
-							Tower tw = m_GameUI.FindTowerWithGridIdx(m_GameUI.currentGrid.x, m_GameUI.currentGrid.y);
-							if ((tw != null) && (tw.bInAttackMode ))
-								LevelManager.instance.startWaveLine(m_GameUI.currentGrid.x, false, tw.attributeId);
-						}
-					}
-					else // RMB cancels
-					{
-						m_GameUI.CancelGhostPlacement();
-					}
-				}
-				else
-				{
-					if (mouseInfo.mouseButtonId == 0)
-					{
-						// select towers
-						m_GameUI.TrySelectTower(pointer);
-						// River: 为了TAP后立刻显示出来相关的Ghost.
-						m_GameUI.TryMoveGhost(pointer, false);
+                            m_GameUI.DeselectTower();
+                        }
+                        else
+                        {
+                            m_GameUI.Pause();
+                        }
+                        break;
+                    case State.BuildingWithDrag:
+                    case State.Building:
+                        m_GameUI.CancelGhostPlacement();
+                        break;
+                }
+            }
 
-					}
-				}
-			}
-		}
-	}
+            // place towers with keyboard numbers
+            if (LevelManager.instanceExists)
+            {
+                int towerLibraryCount = LevelManager.instance.towerLibrary.Count;
+
+                // find the lowest value between 9 (keyboard numbers)
+                // and the amount of towers in the library
+                int count = Mathf.Min(9, towerLibraryCount);
+                KeyCode highestKey = KeyCode.Alpha1 + count;
+
+                for (var key = KeyCode.Alpha1; key < highestKey; key++)
+                {
+                    // add offset for the KeyCode Alpha 1 index to find correct keycodes
+                    if (UnityInput.GetKeyDown(key))
+                    {
+                        Tower controller = LevelManager.instance.towerLibrary[key - KeyCode.Alpha1];
+                        if (m_GameUI.isBuilding)
+                        {
+                            m_GameUI.CancelGhostPlacement();
+                        }
+                        GameUI.instance.SetToBuildMode(controller);
+                        GameUI.instance.TryMoveGhost(InputController.instance.basicMouseInfo);
+                        break;
+                    }
+                }
+
+                // special case for 0 mapping to index 9
+                if (count < 10 && UnityInput.GetKeyDown(KeyCode.Alpha0))
+                {
+                    Tower controller = LevelManager.instance.towerLibrary[9];
+                    GameUI.instance.SetToBuildMode(controller);
+                    GameUI.instance.TryMoveGhost(InputController.instance.basicMouseInfo);
+                }
+            }
+        }
+
+        /// <summary>
+        /// Ghost follows pointer
+        /// </summary>
+        void OnMouseMoved(PointerInfo pointer)
+        {
+            // We only respond to mouse info
+            var mouseInfo = pointer as MouseCursorInfo;
+
+            if ((mouseInfo != null) && (m_GameUI.isBuilding))
+            {
+                m_GameUI.TryMoveGhost(pointer, false);
+            }
+        }
+
+        protected virtual void OnStartDrag(PointerActionInfo pointer)
+        {
+            // select towers
+            m_GameUI.TrySelectTower(pointer);
+            // River: 为了开始拖动后可以直接显示GhostTower
+            m_GameUI.TryMoveGhost(pointer, false);
+
+            this.isInDragState = true;
+        }
+
+        protected override void OnDrag(PointerActionInfo pointer)
+        {
+            if ((pointer != null) && (m_GameUI.isBuilding))
+            {
+                m_GameUI.TryMoveGhost(pointer, false);
+            }
+        }
+
+        protected void OnEndDrag(PointerActionInfo pointer)
+        {
+            // EndDrag 只能放置相关的GhostTower.
+            if (this.isInDragState)
+                m_GameUI.onEndTowerDrag(pointer);
+            //m_GameUI.TryPlaceTower(pointer);
+
+            this.isInDragState = false;
+        }
+
+
+        /// <summary>
+        /// Select towers or position ghosts
+        /// </summary>
+        void OnTap(PointerActionInfo pointer)
+        {
+            // We only respond to mouse info
+            var mouseInfo = pointer as MouseButtonInfo;
+
+            if (mouseInfo != null && !mouseInfo.startedOverUI)
+            {
+                if (m_GameUI.isBuilding)
+                {
+                    if (mouseInfo.mouseButtonId == 0) // LMB confirms
+                    {
+                        if (m_GameUI.TryPlaceTower(pointer))
+                        {
+                            // 开启相应的兵线:
+                            Tower tw = m_GameUI.FindTowerWithGridIdx(m_GameUI.currentGrid.x, m_GameUI.currentGrid.y);
+                            if ((tw != null) && (tw.bInAttackMode))
+                                LevelManager.instance.startWaveLine(m_GameUI.currentGrid.x, false, tw.attributeId);
+                        }
+                    }
+                    else // RMB cancels
+                    {
+                        m_GameUI.CancelGhostPlacement();
+                    }
+                }
+                else
+                {
+                    if (mouseInfo.mouseButtonId == 0)
+                    {
+                        // select towers
+                        m_GameUI.TrySelectTower(pointer);
+                        // River: 为了TAP后立刻显示出来相关的Ghost.
+                        m_GameUI.TryMoveGhost(pointer, false);
+
+                    }
+                }
+            }
+        }
+    }
 }
\ No newline at end of file

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