Beispiel #1
0
    public void ShowFinishTask()
    {
        if (XKPlayerGunRotCtrl.GetInstanceOne() != null)
        {
            XKPlayerGunRotCtrl.GetInstanceOne().gameObject.SetActive(false);
        }
        if (XKPlayerGunRotCtrl.GetInstanceTwo() != null)
        {
            XKPlayerGunRotCtrl.GetInstanceTwo().gameObject.SetActive(false);
        }
        if (XkPlayerCtrl.GetInstanceFeiJi() != null)
        {
            XkPlayerCtrl.GetInstanceFeiJi().PlayerHiddenArray[0].SetActive(false);
        }
        TweenAlpha twAlpha = gameObject.AddComponent <TweenAlpha>();

        twAlpha.enabled = false;
        twAlpha.from    = 0f;
        twAlpha.to      = 1f;
        EventDelegate.Add(twAlpha.onFinished, delegate {
            Invoke("OnFinishTaskAlphaToEnd", 2f);
        });
        twAlpha.enabled = true;
        twAlpha.PlayForward();

        VRUIRootObj.SetActive(true);
    }
    // Use this for initialization
    void Start()
    {
        switch (PlayerSt)
        {
        case PlayerEnum.PlayerOne:
            _InstanceOne = this;
            break;

        case PlayerEnum.PlayerTwo:
            _InstanceTwo = this;
            break;
        }
        MaxPX = Screen.width;
        MaxPY = Screen.height;
    }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        switch (PlayerSt)
        {
        case PlayerEnum.PlayerOne:
            _InstanceOne = this;
            break;

        case PlayerEnum.PlayerTwo:
            _InstanceTwo = this;
            break;
        }
        MaxPX = Screen.width;
        MaxPY = Screen.height;
        if (HiddenGunObj != null)
        {
            HiddenGunObj.SetActive(false);
        }
    }
Beispiel #4
0
    // Use this for initialization
    void Start()
    {
        switch (PlayerSt)
        {
        case PlayerEnum.PlayerOne:
            _InstanceOne = this;
            break;

        case PlayerEnum.PlayerTwo:
            _InstanceTwo = this;
            break;
        }
        MaxPX = Screen.width;
        MaxPY = Screen.height;

        if (HiddenGunObj != null && GameTypeCtrl.IsTankVRStatic)
        {
            for (int i = 0; i < HiddenGunObj.Length; i++)
            {
                HiddenGunObj[i].SetActive(false);
            }
        }
    }