IEnumerator StepUpdate() { while (Application.isPlaying) { if (CrossPlatformInputManager.GetButtonDown("Fire1") && Reticle.Is == Reticle.ReticleType.grab) { GRAB?.Invoke(); yield return(new WaitForSeconds(0.2f)); } if (CrossPlatformInputManager.GetButton("Fire1") && Reticle.Is == Reticle.ReticleType.shoot) { FIRE?.Invoke(); } if (CrossPlatformInputManager.GetButtonDown("Inventory") && m_fpc.IsGrounded()) { INVENTORY?.Invoke(); m_inInventory = !m_inInventory; ToggleCursor(m_inInventory); m_fpc.enabled = !m_inInventory; m_cam.enabled = !m_inInventory; } if (CrossPlatformInputManager.GetButtonDown("Flashlight") && WeaponManager.HasFlashlight) { WeaponManager.current.ToggleFlashlight(); } yield return(null); } }
/// <summary>指令处理</summary> public ASObject Switch(int moduleNumber, int commandNumber, TGGSession session, ASObject data) { #if DEBUG var sw = Stopwatch.StartNew(); #endif if (!CommonHelper.IsOpen(session.Player.Role.Kind.role_level, (int)OpenModelType.一夜)) { return(CommonHelper.ErrorResult(ResultType.BASE_PLAYER_LEVEL_ERROR)); } var aso = new ASObject(); //指令匹配 switch (commandNumber) { case (int)BuildingCommand.ENTER: { aso = ENTER.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.GET_WOOD: { aso = GET_WOOD.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.TORCH: { aso = TORCH.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.MAKE_BUILD: { aso = MAKE_BUILD.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.BUILDING: { aso = BUILDING.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.FIRE: { aso = FIRE.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.EXIT: { aso = EXIT.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.MOVING: { aso = MOVING.getInstance().CommandStart(session, data); break; } case (int)BuildingCommand.KILL_BOSS: { aso = KILL_BOSS.GetInstance().CommandStart(session, data); break; } case (int)BuildingCommand.BACK_POINT: { aso = BACK_POINT.GetInstance().CommandStart(session, data); break; } } #if DEBUG sw.Stop(); XTrace.WriteLine("指令 {1} 运行总耗时:{0} 毫秒", sw.ElapsedMilliseconds.ToString(), GetType().Namespace); #endif return(aso); }
//hmm...what's this for? void Start() { //when you reload a scene if you don't reset the particles sometimes they //are added or not reset correctly, so...bam, fixed ParticleSystem[] pses = GetComponentsInChildren<ParticleSystem>(); foreach(ParticleSystem ps in pses) { ps.Clear(); } heartSystemScript = FindObjectOfType<PlayerHeart>(); FIREUIScript = FindObjectOfType<FIRE>(); sweetHeart = GameObject.Find("SweetHeartLife"); canLight = false; fireTail = GameObject.Find("FireTail").GetComponent<ParticleSystem>(); makeMeBig = GameObject.Find("IWannaBeBig").GetComponent<ParticleSystem>(); makeMeSmall = GameObject.Find("IWannaBeSmall").GetComponent<ParticleSystem>(); makeMeSmallIfForced = GameObject.Find("SmallForced").GetComponent<ParticleSystem>(); teleportBam = GameObject.Find("TeleportBam").GetComponent<ParticleSystem>(); fireStandard = GameObject.Find("FireAbilityStandard"); flicker = GameObject.Find("Flicker"); flickerGradient = flicker.GetComponent<ParticleSystem>().colorOverLifetime; flickerScript = flicker.GetComponent<FlickerGradients>(); flickerHeart = GameObject.Find("FlickerHeart"); flickerHeartGradient = flickerHeart.GetComponent<ParticleSystem>().colorOverLifetime; flickerHeartScript = flickerHeart.GetComponent<FlickerGradients>(); torchGradient = fireTail.colorOverLifetime; torchScript = fireTail.GetComponent<FlickerGradients>(); explosionGradient = makeMeBig.colorOverLifetime; explosionScript = makeMeBig.GetComponent<FlickerGradients>(); fireEmission = fireTail.emission; fireShape = fireTail.shape; distanceGreatEnough = true; sexyBody = GetComponent<Rigidbody2D>(); unkillAbleDest = true; beatLevelTime = int.MaxValue; hasJoystick = Input.GetJoystickNames().Length > 0; Debug.Log(hasJoystick); SizeFix(); }
// Use this for initialization void Start () { player = FindObjectOfType<Player>(); FIREUIScript = FindObjectOfType<FIRE>(); }