IEnumerator Start() { if (_Waves.Length == 0) { yield break; } _Manager = FindObjectOfType <UbhManager>(); while (true) { while (_Manager.IsPlaying() == false) { yield return(0); } GameObject wave = (GameObject)Instantiate(_Waves[_CurrentWave], transform.position, Quaternion.identity); wave.transform.parent = transform; while (0 < wave.transform.childCount) { yield return(0); } Destroy(wave); _CurrentWave = (int)Mathf.Repeat(_CurrentWave + 1f, _Waves.Length); } }
void Start() { UbhManager manager = FindObjectOfType <UbhManager>(); if (manager != null && manager._ScaleToFit) { Vector2 max = Camera.main.ViewportToWorldPoint(new Vector2(1f, 1f)); Vector2 scale = max * 2f; transform.localScale = scale; } }
IEnumerator Start() { _Spaceship = GetComponent <UbhSpaceship>(); _Manager = FindObjectOfType <UbhManager>(); _BackgroundTransform = FindObjectOfType <UbhBackground>().transform; _AudioShot = GetComponent <AudioSource>(); while (true) { Shot(); yield return(new WaitForSeconds(_ShotDelay)); } }
void HitCheck(Transform colTrans) { // *It is compared with name in order to separate as Asset from project settings. // However, it is recommended to use Layer or Tag. string goName = colTrans.name; if (goName.Contains(NAME_ENEMY_BULLET)) { UbhObjectPool.Instance.ReleaseGameObject(colTrans.parent.gameObject); } if (goName.Contains(NAME_ENEMY)) { UbhManager manager = FindObjectOfType <UbhManager>(); if (manager != null) { manager.GameOver(); } _Spaceship.Explosion(); Destroy(gameObject); } }
void Start() { if (_ColCenter == null || _ColTop == null || _ColBottom == null || _ColRight == null || _ColLeft == null) { return; } UbhManager manager = FindObjectOfType <UbhManager>(); if (manager != null && manager._ScaleToFit) { Vector2 max = Camera.main.ViewportToWorldPoint(new Vector2(1f, 1f)); Vector2 size = max * 2f; size.x += 0.5f; size.y += 0.5f; Vector2 center = Vector2.zero; _ColCenter.size = size; _ColTop.size = size; #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 center.x = _ColTop.center.x; center.y = size.y; _ColTop.center = center; #else center.x = _ColTop.offset.x; center.y = size.y; _ColTop.offset = center; #endif _ColBottom.size = size; #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 center.x = _ColBottom.center.x; center.y = -size.y; _ColBottom.center = center; #else center.x = _ColBottom.offset.x; center.y = -size.y; _ColBottom.offset = center; #endif Vector2 horizontalSize = Vector2.zero; horizontalSize.x = size.y; horizontalSize.y = size.x; _ColRight.size = horizontalSize; center.x = (size.x / 2f) + (horizontalSize.x / 2f); #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 center.y = _ColRight.center.y; _ColRight.center = center; #else center.y = _ColRight.offset.y; _ColRight.offset = center; #endif _ColLeft.size = horizontalSize; center.x = -(size.x / 2f) - (horizontalSize.x / 2f); #if UNITY_4_3 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7 center.y = _ColLeft.center.y; _ColLeft.center = center; #else center.y = _ColLeft.offset.y; _ColLeft.offset = center; #endif } _ColCenter.enabled = _UseCenterCollider; _ColTop.enabled = !_UseCenterCollider; _ColBottom.enabled = !_UseCenterCollider; _ColRight.enabled = !_UseCenterCollider; _ColLeft.enabled = !_UseCenterCollider; }