public FactoryManager() { factoryDict.Add(FactoryType.UIPanelFactory, new UIPanelFactory()); factoryDict.Add(FactoryType.UIFactory, new UIFactory()); factoryDict.Add(FactoryType.GameFactory, new GameFactory()); audioClipFactory = new AudioClipFactory(); spriteFactory = new SpriteFactory(); runtimeAnimatiorControllerFactory = new RuntimeAnimatiorControllerFactory(); }
public FactoryManager() { // 实例化各工厂 factoryDict.Add(FactoryType.UIPanel, new UIPanelFactory()); factoryDict.Add(FactoryType.UI, new UIFactory()); factoryDict.Add(FactoryType.GameObject, new GameFactory()); audioClipFactory = new AudioClipFactory(); runtimeAnimatorFactory = new RuntimeAnimatorFactory(); spriteFactory = new SpriteFactory(); }
public FactoryManager() { factoryDict.Add(FactoryType.GameFactory, new BaseFactory()); factoryDict.Add(FactoryType.Enemy, new BaseFactory()); factoryDict.Add(FactoryType.BoomFactory, new BaseFactory()); factoryDict.Add(FactoryType.IConScore, new BaseFactory()); factoryDict.Add(FactoryType.DiamondScore, new BaseFactory()); factoryDict.Add(FactoryType.Enemy_3, new BaseFactory()); factoryDict.Add(FactoryType.BoomFactory_3, new BaseFactory()); factoryDict.Add(FactoryType.Fire_3, new BaseFactory()); factoryDict.Add(FactoryType.Fire_Boss, new BaseFactory()); //Boss factoryDict.Add(FactoryType.Boss_Fire_1, new BaseFactory()); factoryDict.Add(FactoryType.BossPrefab, new BaseFactory()); factoryDict.Add(FactoryType.Bullet_2, new BaseFactory()); factoryDict.Add(FactoryType.Bullet_3, new BaseFactory()); audioClipFactory = new AudioClipFactory(); }
/// <summary> /// We'll use the Start method to configure our PixelVisionEngin and load a game. /// </summary> public virtual void Start() { // Pixel Vision 8 doesn't have a frame per second lock. It's up to the runner to // determine what that cap should be. Here we'll use Unity's Application.targetFrameRate // to lock it at 60 FPS. Application.targetFrameRate = 60; // By changing Unity's Cursor.visible property to false we'll be able to hide the mouse // while the game is running. Cursor.visible = false; // By setting the Texture2D filter mode to Point, we ensure that it will look crisp at any size. // Since the Texture will be scaled based on the resolution, we want it always to look pixel perfect. fileSystem = new FileSystemService(); displayTarget = new DisplayTarget(rawImage, this); inputFactory = new InputFactory((DisplayTarget)displayTarget); textureFactory = new TextureFactory(true); // colorFactory = new ColorFactory(); audioClipFactory = new AudioClipFactory(); runner = new Runner(textureFactory); }