/*IEnumerator DoSomething () * { * FishData f; * for (int i; i < sof.Length; ++i) * { * f = sof[i]; * * } * for (int i = 0; i < 300; ++i) { * fish.FishFactory.RandomFish (this); * yield return new WaitForSeconds(1); * } * }*/ IEnumerator refresh() { int i = 0;//数组递增 FishData fd; int gap = 0; delay = currentTime - startTime;//获取当前已逝去时间 while (true) { fd = sof[i]; if (fd.delay > delay) { gap = (int)(fd.delay - delay); delay += gap; yield return(new WaitForSeconds(gap / 1000)); } else { GameObject test = GameObject.Instantiate((GameObject)SACache.getObjectWithName("model/fish/" + fd.fishID)); FishSwim fs = test.AddComponent <FishSwim>(); fs.setInfo(graph, fd, delay); ++i; } if (i >= sof.Count || exit) { break;//结束 } } StopCoroutine("refresh"); }
void Start() { rigidbody = GetComponent <Rigidbody> (); colliderCount = GetComponents <BoxCollider> ().Length + GetComponents <SphereCollider>().Length + GetComponents <CapsuleCollider>().Length; fishSwim = GetComponent <FishSwim> (); }
void Start() { fishSwim = GetComponent <FishSwim> (); }
Vector3 startPosition; //used to cache the start position of the transform void Start() { bounceObject = this; startPosition = bounceObject.transform.position; }