void CreatureManager::UnSelectCreature() { if (m_nSelectNum >= 0) { int nLastSelect = m_nSelectNum; if (g_getRButtonState(App::sInstance().GetHGE()) == eRButtonState_Up) { Character* lastChar = GetCreature(nLastSelect); if(lastChar!=NULL && lastChar->GetCamp()==eCamp_Friend) { //返回至原位置 if(lastChar->GetActionStage() == eActionStage_AttackStage) { lastChar->SetActionStage(eActionStage_MoveStage); lastChar->CancelMove(); } //右键取消选中的友方,需要重置行动阶段,处于移动中的单位不可以当时取消 else if(lastChar->GetActionStage() == eActionStage_MoveStage && lastChar->GetCharacterState()==eCharacterState_Stand) { lastChar->SetActionStage(eActionStage_WaitStage); m_nSelectNum = -1; } } else m_nSelectNum = -1; } } }
void CreatureManager::UnSelectCreature() { if (m_nSelectNum >= 0) { int nLastSelect = m_nSelectNum; if (g_getRButtonState(App::sInstance().GetHGE()) == eRButtonState_Up) { Character* lastChar = GetCreature(nLastSelect); if(lastChar!=NULL && lastChar->GetCamp()==eCamp_Friend && !(lastChar->GetFinish())) { //返回至原位置 eActionStage stage = lastChar->GetActionStage(); if(stage == eActionStage_HandleStage) { lastChar->SetActionStage(eActionStage_MoveStage); lastChar->CancelMove(); //关闭操作界面 UIWindow* commandWindow = UISystem::sInstance().GetWindow(eWindowID_Command); if(commandWindow) { commandWindow->SetShow(false); } } //攻击阶段、技能阶段、使用物品阶段可以返回至操作阶段 else if(stage == eActionStage_AttackStage || stage == eActionStage_GoodStage || stage == eActionStage_SkillStage) { lastChar->SetActionStage(eActionStage_HandleStage); //打开操作界面 UIWindow* commandWindow = UISystem::sInstance().GetWindow(eWindowID_Command); if(commandWindow) { commandWindow->SetShow(true); commandWindow->SetBindChar(lastChar); } } //右键取消选中的友方,需要重置行动阶段,处于移动中的单位不可以当时取消 else if(stage == eActionStage_MoveStage && lastChar->GetCharacterState()==eCharacterState_Stand) { lastChar->SetActionStage(eActionStage_WaitStage); m_nSelectNum = -1; } } else m_nSelectNum = -1; } } }