// Use this for initialization void Start() { mSys = TmSystem.instance; mGame = GameScript.instance; mAnm = GetComponent <TmSpriteAnim>(); mAnm.enabled = false; mDefLocalPos = mDestLocalPos = transform.localPosition; mDefCol = renderer.material.color; if ((transform.parent != null) && (transform.parent.tag == transform.tag)) // child { this.gameObject.collider.enabled = false; this.gameObject.renderer.enabled = true; // this.gameObject.SetActive(false); } }
// Use this for initialization void Start() { mSys = TmSystem.instance; mGame = GameScript.instance; mSelPosId = Vector2.one * -1.0f; mTouchLocalPos = Vector2.one * -1.0f; mTouchEnable = true; mTimer = 0.0f; MeshFilter meshFilter = GetComponent <MeshFilter>(); if ((meshFilter != null) && (meshFilter.mesh != null)) { meshFilter.mesh = meshFilter.sharedMesh = TmUtils.CreateGridXY(MESH_W, MESH_H); mMesh = meshFilter.mesh; } posPanelObj.transform.localScale = new Vector3(1.0f / MESH_W, 1.0f / MESH_H, 1.0f); mMesh = TmUtils.SetMeshColor(mMesh, new Color(0.2f, 0.5f, 0.2f, 0.2f)); }
// Use this for initialization void Start() { _sys = TmSystem.instance; _sys.mw.setHitLayerMask(1 << LayerMask.NameToLayer("layerTouch")); _partsList = new List <MyParts>(); XmlDocument doc = new XmlDocument(); TextAsset data = Instantiate(Resources.Load(_xmlPath, typeof(TextAsset))) as TextAsset; doc.LoadXml(data.text); XmlNodeList nodeList = doc.SelectNodes("book/page"); for (int ii = 0; ii < nodeList.Count; ++ii) { MyParts parts = createPartsFromNode(nodeList[ii], null); _partsList.Add(parts); } createPlayers(); }
void Awake() { if (m_Instance == null) { m_Instance = this; DontDestroyOnLoad(gameObject); for (int ii = 0; ii < SOUND_CH_NUM; ++ii) { sysAudioSource[ii] = gameObject.AddComponent <AudioSource>(); sysAudioSource[ii].volume = 1.0f; sysAudioSource[ii].loop = (ii == (int)SOUND_CH.BGM); sysAudioSource[ii].playOnAwake = false; } bool ret = loadSysData(); if (!ret) { Debug.Log("NoSaveData"); } } else { Destroy(this.gameObject); } }
void Awake() { if(m_Instance==null){ m_Instance = this; DontDestroyOnLoad(gameObject); for(int ii = 0; ii < SOUND_CH_NUM; ++ii){ sysAudioSource[ii] = gameObject.AddComponent<AudioSource>(); sysAudioSource[ii].volume = 1.0f; sysAudioSource[ii].loop = (ii==(int)SOUND_CH.BGM); sysAudioSource[ii].playOnAwake = false; } bool ret = loadSysData(); if(!ret) Debug.Log("NoSaveData"); }else{ Destroy(this.gameObject); } }