Inheritance: UnityEngine.MonoBehaviour
Ejemplo n.º 1
0
	public void Update(float dt, World1 world) {
var t = System.DateTime.Now;

		myA.Update(dt, world);
		this.Rule0(dt, world);
		this.Rule1(dt, world);
	}
Ejemplo n.º 2
0
	public void Rule0(float dt, World1 world){ 
	switch (s0)
	{

	case -1:
	count_down2 = 0.5f;
	goto case 5;
	case 5:
	if(((count_down2) > (0f)))
	{

	count_down2 = ((count_down2) - (dt));
	s0 = 5;
return;	}else
	{

	goto case 3;	}
	case 3:
	UnityCube.Color = Color.green;
	s0 = 1;
return;
	case 1:
	count_down1 = 0.5f;
	goto case 2;
	case 2:
	if(((count_down1) > (0f)))
	{

	count_down1 = ((count_down1) - (dt));
	s0 = 2;
return;	}else
	{

	goto case 0;	}
	case 0:
	UnityCube.Color = Color.red;
	s0 = -1;
return;	
	default: return;}}
Ejemplo n.º 3
0
	public void Update(float dt, World1 world) {
frame = World1.frame;



	}
Ejemplo n.º 4
0
	public void Rule0(float dt, World1 world){ 
	switch (s0)
	{

	case -1:
	if(((B.C.Elem) > (0)))
	{

	goto case 11;	}else
	{

	goto case 12;	}
	case 11:
	B = B;
	s0 = -1;
return;
	case 12:
	B = new B();
	s0 = -1;
return;	
	default: return;}}
Ejemplo n.º 5
0
	public void Update(float dt, World1 world) {
frame = World1.frame;

		B.Update(dt, world);
		this.Rule0(dt, world);

	}
Ejemplo n.º 6
0
	public void Rule1(float dt, World1 world){ 
	switch (s1)
	{

	case -1:
	if(((myA.B.C.Elem) > (0)))
	{

	goto case 6;	}else
	{

	goto case 7;	}
	case 6:
	myA = myA;
	s1 = -1;
return;
	case 7:
	myA = new A();
	s1 = -1;
return;	
	default: return;}}