// Start is called before the first frame update void Start() { musicControl = GameObject.Find("Plane").GetComponent <MusicControl>(); windows = new ArrayList(); show = false; upOffset = Screen.height * 0.52f; menuLeftOffset = Screen.width * 0.42f; menuUpOffset = Screen.height * 0.06f; menuWidth = Screen.width * 0.16f; menuHeight = Screen.height * 0.08f; showWidth = Screen.width * 0.5f; showHeight = Screen.height * 0.2f; showLeftOffset = Screen.width * 0.25f; showUpOffset = Screen.height * 0.3f; GetCamera cameraInfo = GameObject.Find("Plane").GetComponent <GetCamera>(); MainCamera = cameraInfo.MainCamera; MainMenuCamera = cameraInfo.MainMenuCamera; YouWinCamera = cameraInfo.YouWinCamera; YouLoseCamera = cameraInfo.YouLoseCamera; MainCamera.SetActive(false); YouLoseCamera.SetActive(false); YouWinCamera.SetActive(false); bg = (Texture2D)Resources.Load("Img/bg3"); start = false; introduction = false; exit = false; }
/// <summary> /// 初始化函数 /// 初始化animator,其他玩家的信息 /// </summary> private void Start() { animator = GetComponent <Animator>(); if (GameMgr.instance) { if (SceneNetManager.instance.list.Count != 0) { getCamera = SceneNetManager.instance.list[GameMgr.instance.id].GetComponent <GetCamera>(); } } }
/// <summary> /// @brief 播放timeline,关闭玩家的操作 /// </summary> public override void onSubsceneInit() { TimelineSource.Stop(); if (GameMgr.instance) { getCamera = (SceneNetManager.instance.list[GameMgr.instance.id]).GetComponent <GetCamera>(); } foreach (var p in SceneNetManager.instance.list) { p.Value.GetComponent <ReactiveTarget>().CanBeHurt = false; p.Value.SetActive(false); } director.Play(); }
public DisplayCamerasViewModel() { var cameras = GetCamera.GetAllSystemCameras(); int cameraIndex = 0; //var c1 = new Camera(0); foreach (var c in cameras) { camera.Add(new Camera(cameraIndex++)); } myItem.Add(new MyDataItem("BensVal1")); myItem.Add(new MyDataItem("BensVal2")); myItem.Add(new MyDataItem("BensVal3")); }
/// <summary> /// @brief 一直检测是否网络初始化,然后初始化玩家 /// </summary> void Update() { //到时间播放 if (isInit) { mCamera = getCamera.GetCurrentUsedCamera(); if (isNear) { //bool值保证只调用一次 if (!playOnce) { //播放台词 source.Stop(); source.clip = clips[1]; source.Play(); playOnce = true; //产生AI AIController.instance.CreateAI(1, 0, "EnemyInitPos2", wanderAIAgentInitParams[1]); AIController.instance.CreateAI(1, 0, "EnemyInitPos2", wanderAIAgentInitParams[2]); AIController.instance.CreateAI(1, 0, "EnemyInitPos2", wanderAIAgentInitParams[3]); } } } else//初始化 { //确保是当前场景被enable才初始化 if (this.enabled) { if (GameMgr.instance)//联网状态 { //设置相机 if (SceneNetManager.instance.list.Count != 0) { GameObject PLAYER = (SceneNetManager.instance.list[GameMgr.instance.id]); //设置合适大小 foreach (var a in (SceneNetManager.instance.list)) { GameObject temp = a.Value; temp.transform.localScale = new Vector3(2.0f, 2.0f, 2.0f); } //加入后处理脚本 getCamera = PLAYER.GetComponent <GetCamera>(); playerCamera = getCamera.MainCamera; Destroy(PLAYER.GetComponent <Rigidbody>()); foreach (GameObject cam in getCamera.MirrorCameras) { playerCameraMirror.Add(cam); } //给腰射相机加特效 playerCamera.AddComponent <becomeDark>(); playerCamera.AddComponent <depthSensor>(); //初始化脚本参数 (playerCamera.GetComponent <becomeDark>() as becomeDark).m_Shader = shader_dark; playerCamera.GetComponent <becomeDark>().enabled = false; (playerCamera.GetComponent <depthSensor>() as depthSensor).m_Shader = shader_depthSensor; (playerCamera.GetComponent <depthSensor>() as depthSensor).m_WaveColorTexture = waveTexture; (playerCamera.GetComponent <depthSensor>() as depthSensor).m_WaveMaskTexture = waveMaskTexture; playerCamera.GetComponent <depthSensor>().enabled = false; //给倍镜加特效 foreach (GameObject mirror in playerCameraMirror) { mirror.AddComponent <becomeDark>(); mirror.AddComponent <depthSensor>(); //初始化脚本参数 (mirror.GetComponent <becomeDark>() as becomeDark).m_Shader = shader_dark; mirror.GetComponent <becomeDark>().enabled = false; (mirror.GetComponent <depthSensor>() as depthSensor).m_Shader = shader_depthSensor; (mirror.GetComponent <depthSensor>() as depthSensor).m_WaveColorTexture = waveTexture; (mirror.GetComponent <depthSensor>() as depthSensor).m_WaveMaskTexture = waveMaskTexture; mirror.GetComponent <depthSensor>().enabled = false; } isInit = true; //bgm,台词 TimelineSource.clip = clips[2]; TimelineSource.Play(); //台词 source.clip = clips[0]; source.Play(); source.priority = TimelineSource.priority + 1; } } } } }