private void Start() { managerPai = GameObject.Find("Main Camera").GetComponent <FICpaipaipai>(); //手指触摸屏幕下滑上滑的麻将 if (MJ_Touch && Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) { MJ_Touch.transform.position = beginPos_S; } }
//引用paipaipai脚本的手牌偏移量,测试 private void Awake() { Start_MJposition = this.transform.position; maskPai = transform.Find("/Main Camera").GetComponent <FICMaskPai>(); paipaipai = transform.Find("/Main Camera").GetComponent <FICpaipaipai>(); managerPengGang = transform.Find("/Main Camera").GetComponent <Manager_PengGang>(); startGame = transform.Find("/Main Camera").GetComponent <FICStartGame>(); myCards = transform.Find("/Main Camera").GetComponent <FICMyCards>(); SPCamera = transform.Find("/3D_SP_Camera").gameObject.GetComponent <Camera>(); ReminderLine = transform.Find("/Game_UI/Interaction_UI/desktop_UI/ReminderLine").gameObject; }
private Manager_Audio managerAudio; ///单例 /// <summary> /// /// </summary> private void Start() { myMaJiangList = new List <MaJiang>(); //=====================对其他脚本的获取============= paipaipai = gameObject.GetComponent <FICpaipaipai>(); maskPai = gameObject.GetComponent <FICMaskPai>(); startGame = gameObject.GetComponent <FICStartGame>(); pengGang = gameObject.GetComponent <Manager_PengGang>(); //=====================为个人手牌,弃牌,碰牌的父物体赋值=============== shouPaiContainerTrans = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/ShouPaiContainer"); qiPaiContainerTrans = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/QiPaiContainer"); pengGangPaiContainerTrans = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/PengGangPaiContainer"); tempShouPaiContainerTrans = shouPaiContainerTrans; //======================手牌预制体============== shouPaiGO = Resources.Load <GameObject>("Game_GYMJ/Prefabs/3Dpai"); tempGO = transform.Find("/Game_Prefabs/emptyGO").gameObject; //======================手牌位置确定============== firstShouPaiTrans = shouPaiContainerTrans.Find("FirstShouPai"); secondShouPaiTrans = shouPaiContainerTrans.Find("SecondShouPai"); thirdShouPaiTrans = shouPaiContainerTrans.Find("ThirdShouPai"); newFirstShouPaiTrans = firstShouPaiTrans.position; moPaiTrans = shouPaiContainerTrans.Find("MoPai"); //======================弃牌位置确定============== firstQiPaiTrans = qiPaiContainerTrans.Find("FirstQiPai"); secondQiPaiTrans = qiPaiContainerTrans.Find("SecondQiPai"); thirdQiPaiTrans = qiPaiContainerTrans.Find("ThirdQiPai"); //======================碰牌位置确定============== firstPengPaiTrans = pengGangPaiContainerTrans.Find("FirstPengPai"); secondPengPaiTrans = pengGangPaiContainerTrans.Find("SecondPengPai"); thirdPengPaiTrans = pengGangPaiContainerTrans.Find("ThirdPengPai"); fourPengPaiTrans = pengGangPaiContainerTrans.Find("FourPengPai"); fivePengPaiTrans = pengGangPaiContainerTrans.Find("FivePengPai"); //======================偏移量确定============== shouPaiOffsetX = secondShouPaiTrans.position - firstShouPaiTrans.position; shouPaiOffsetY = thirdShouPaiTrans.position - firstShouPaiTrans.position; qiPaiOffsetX = secondQiPaiTrans.position - firstQiPaiTrans.position; qiPaiOffsetZ = thirdQiPaiTrans.position - firstQiPaiTrans.position; pengPaiOffsetX = secondPengPaiTrans.position - firstPengPaiTrans.position; pengPaiOffsetZ = thirdPengPaiTrans.position - secondPengPaiTrans.position; pengPaiOffsetLX = fivePengPaiTrans.position - fourPengPaiTrans.position; //======================生成下一张牌的位置确定======= nextPengPaiPos = firstPengPaiTrans.position; nextQiPaiPos = firstQiPaiTrans.position; //======================动态加载3d牌贴图============== textureArray = new Texture[30]; InitTextureFor3D(); managerAudio = GameObject.Find("Main Camera").GetComponent <Manager_Audio>(); ///单例ManagerAudio脚本 }
private void Start() { qipai = transform.Find("/Main Camera").GetComponent <Manager_Qipai>(); startGame = transform.Find("/Main Camera").GetComponent <FICStartGame>(); paipaipai = transform.Find("/Main Camera").GetComponent <FICpaipaipai>(); itemJiS = Resources.Load("Game_GYMJ/Prefabs/item_2dji_s") as GameObject; itemJiN = Resources.Load("Game_GYMJ/Prefabs/item_2dji_n") as GameObject; itemJiW = Resources.Load("Game_GYMJ/Prefabs/item_2dji_w") as GameObject; itemJiE = Resources.Load("Game_GYMJ/Prefabs/item_2dji_e") as GameObject; con_jis = transform.Find("panel_jis/con_jis_s"); con_jin = transform.Find("panel_jis/con_jis_n"); con_jiw = transform.Find("panel_jis/con_jis_w"); con_jie = transform.Find("panel_jis/con_jis_e"); panel_jiGO = transform.Find("panel_jis").gameObject; jis1 = transform.Find("panel_jis/con_jis_s/item_2dji_s1"); jis2 = transform.Find("panel_jis/con_jis_s/item_2dji_s2"); jin1 = transform.Find("panel_jis/con_jis_n/item_2dji_n1"); jin2 = transform.Find("panel_jis/con_jis_n/item_2dji_n2"); jiw1 = transform.Find("panel_jis/con_jis_w/item_2dji_w1"); jiw2 = transform.Find("panel_jis/con_jis_w/item_2dji_w2"); jie1 = transform.Find("panel_jis/con_jis_e/item_2dji_e1"); jie2 = transform.Find("panel_jis/con_jis_e/item_2dji_e2"); sNextPos = jis1.position; nNextPos = jin1.position; wNextPos = jiw1.position; eNextPos = jie1.position; offsetJiS = jis2.position - jis1.position; offsetJiN = jin2.position - jin1.position; offsetJiW = jiw2.position - jiw1.position; offsetJiE = jie2.position - jie1.position; chongJiImage = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_CFJ", typeof(Sprite)) as Sprite; chongWuImage = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_WGJ", typeof(Sprite)) as Sprite; zeJiImage = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_ZRJ", typeof(Sprite)) as Sprite; zeWuImage = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_ZRWG", typeof(Sprite)) as Sprite; baoImage = Resources.Load("Game_GYMJ/Texture/Game_UI/game_icon_BAO", typeof(Sprite)) as Sprite; zhuoJiGO = transform.Find("image_zhuoji").gameObject; huangpaiGO = transform.Find("image_huangpai").gameObject; fanji2d = transform.Find("panel_jis/image_fanji2d").GetComponent <Image>(); }
private int count = 1;//第一次点击缺一门的时候,手牌最后一张移动到摸牌区,只用一次 private void Start() { // maskGO = Resources.Load("mask") as GameObject; paipaipai = gameObject.GetComponent <FICpaipaipai>(); startGame = gameObject.GetComponent <FICStartGame>(); myCards = gameObject.GetComponent <FICMyCards>(); Interaction_UIGO = GameObject.Find("Interaction_UI"); QueYiMen = Interaction_UIGO.transform.Find("can_que").gameObject; queWanButton = QueYiMen.transform.Find("btn_que_wan").GetComponent <Button>(); queTiaoButton = QueYiMen.transform.Find("btn_que_tiao").GetComponent <Button>(); queTongButton = QueYiMen.transform.Find("btn_que_tong").GetComponent <Button>(); southImage = transform.Find("/Game_UI/Fixed_UI/Image_que/southImage").GetComponent <Image>(); southImageVec = southImage.gameObject.transform.position; southQuePos = transform.Find("/Game_UI/Fixed_UI/Image_que/southImage1").transform.position; queWanButton.onClick.AddListener(delegate { OnQueWanButtonClick(); }); //queTiaoButton.onClick.AddListener(OnQueTiaoButtonClick); //queTongButton.onClick.AddListener(OnQueTongButtonClick); }