protected override void Awake() { base.Awake(); //m_Chips = new UnitAtk[30]; m_status.szName = "Player"; m_fMaxChargeTime = 2.8f; m_status.nMaxHp = 100; m_status.nCurHp = m_status.nMaxHp; m_status.fMoveSpeed = 5.0f; m_baseAtk.nDmg = 1; m_baseAtk.nID = 0; m_baseAtk.fSpeed = 1.0f; m_baseAtk.eType = (E_TYPE)0; m_baseAtk.objType = ElementMgr.GetInst().GetElement((int)E_ATKELEMENT.BULLET); this.m_anim = gameObject.GetComponent <Animator> (); m_bodyMaterial = Resources.Load <Material> ("Materials/Unit/Material1"); m_goBuster = transform.Find("WeaponArm").gameObject; m_BusterMesh = m_goBuster.GetComponent <SkinnedMeshRenderer>(); InitializeDelegate(); m_goCharge = transform.Find("Charge").gameObject; m_goChargeMax = transform.Find("ChargeMax").gameObject; m_goChargeAtk = ElementMgr.GetInst().GetElement((int)E_ATKELEMENT.CHARGEBULLET); }
// Use this for initialization protected void Start() { DBMgr.GetInst().OpenConnection(); m_audioBgm.enabled = false; MapMgr.Inst.Initialize(); MapMgr.Inst.CreateMap(); CamMgr.GetInst().Initialize(); ObjectPool.GetInst().Initialzie(); EffectMgr.GetInst().Initailzie(); ElementMgr.GetInst().Initialize(); ChipMgr.Inst.Initialize(); UnitMgr.Inst.Initialize(); EffectMgr.GetInst().SetEffectPooled(); ObjectPool.GetInst().CreatePool(); if (MultyManager.Inst == null) { StartCoroutine(UnitMgr.Inst.GenUnit()); UnitMgr.Inst.EnemyPlay(); } }
protected override void Awake() { base.Awake(); m_anim = transform.GetComponent <Animator> (); m_status.nMaxHp = 40; m_status.nCurHp = m_status.nMaxHp; m_status.fMoveSpeed = 5.0f; m_baseAtk.nDmg = 10; m_baseAtk.eType = E_TYPE.NONE; m_baseAtk.fSpeed = 3.0f; m_baseAtk.objType = ElementMgr.GetInst().GetElement((int)E_ATKELEMENT.WAVE); m_AI.SetUnit(this); }
public virtual void ReleaseStage() { UIMgr.Inst.ClearChip(); UIMgr.Inst.ClearSelectedIcons(); UIMgr.Inst.ClearUseChips(); UnitMgr.Inst.ReleaseUnit(); EffectMgr.GetInst().ReleaseEffect(); ElementMgr.GetInst().ReleaseElement(); ChipMgr.Inst.ReleaseChipList(); DBMgr.GetInst().CloseConnection(); ObjectPool.GetInst().ReleasePooled(); System.GC.Collect(); if (MultyManager.Inst == null) { UnityEngine.SceneManagement.SceneManager.LoadScene("MainScene"); } }