// Use this for initialization public void Init(int row, int col, MapCtr map) { m_data = GetComponent <PlayerData> (); m_data.Init(row, col, map); m_data.RegisterMoveOverEvent(MoveOver); m_data.RegisterStateChangeEvent(StateChange); }
public void Init(int row, int col, MapCtr map, AStarMap astarMap, PlayerCtrEx target, bool isLeft) { startRow = row; startCol = col; m_data = GetComponent <PlayerData> (); m_data.Init(row, col, map); m_astarMap = astarMap; m_target = target; m_data.RegisterMoveOverEvent(AutoMoveOver); if (isLeft) { if (m_astarMap.GetCell(m_data.Row, m_data.Column).IsToLeft) { m_data.Move(-1, 0); } else { m_data.Move(1, 0); } } else { if (m_astarMap.GetCell(m_data.Row, m_data.Column).IsToRight) { m_data.Move(1, 0); } else { m_data.Move(-1, 0); } } }
public void Init(int row, int col, MapCtr map) { m_isGround = false; m_row = row; m_col = col; m_mapCtr = map; m_curCell = m_mapCtr.GetMapCell(row, col); transform.position = m_curCell.Position; m_ani = GetComponentInChildren <Animator> (); m_localPositionTemp = m_body.transform.localPosition; }
public void Init(int row, int col, MapCtr map) { m_isMoving = false; m_row = row; m_col = col; m_dir = new Vector3(1, 0, 0); m_mapCtr = map; m_curCell = m_mapCtr.GetMapCell(row, col); transform.position = m_curCell.Position; m_ani = GetComponentInChildren <Animator> (); CheckGround(); }
// Use this for initialization public void Init(int row, int col, MapCtr map, AStarMap astarMap, PlayerCtrEx target) { startRow = row; startCol = col; m_data = GetComponent <PlayerData> (); m_data.Init(row, col, map); m_astarMap = astarMap; m_target = target; m_data.RegisterMoveOverEvent(MoveOver); FindPath(); }
public void Enter(GameStateBase owner) { underpantNum = 0; braNum = 0; m_owner = (GameStart)owner; m_isFailed = false; m_isVectory = false; // GameObject prefab = Resources.Load("UI/FightCanvas") as GameObject; GameObject go = GameObject.Instantiate(prefab); m_uiCtr = go.GetComponent <FightUI>(); m_countDownTotal = GameData.CurLevel.countDown; m_countDownCur = m_countDownTotal; m_uiCtr.SetCountDown((int)m_countDownCur, m_countDownTotal); // GameObject failPrefab = Resources.Load("UI/FailureCanvas") as GameObject; GameObject fail = GameObject.Instantiate(failPrefab); m_failCtr = fail.GetComponent <FailureUI>(); m_failCtr.gameObject.SetActive(false); // GameObject vectoryPrefab = Resources.Load("UI/VectoryCanvas") as GameObject; GameObject vectory = GameObject.Instantiate(vectoryPrefab); m_vectoryCtr = vectory.GetComponent <VectoryUI>(); m_vectoryCtr.gameObject.SetActive(false); // GameObject map = new GameObject(); map.name = "map"; m_mapCtr = map.AddComponent <MapCtr> (); Debug.Log("read map"); m_mapCtr.ReadMap(GameData.CurLevel.levelFileName); // CameraFollow cameraCtr = Camera.main.GetComponent <CameraFollow>(); cameraCtr.FollowTarget = m_mapCtr.Player.transform; float mapTopRightX = (m_mapCtr.Map.column - 0.5f) * (float)m_mapCtr.Map.cellWidth; float mapTopRightY = (m_mapCtr.Map.row - 0.5f) * (float)m_mapCtr.Map.cellHeight; cameraCtr.MaxPos = new Vector2(mapTopRightX, mapTopRightY); cameraCtr.MaxPos -= Camera.main.orthographicSize * new Vector2(Camera.main.aspect, 1); Debug.Log("camera max:" + cameraCtr.MaxPos + "," + Camera.main.aspect); //Camera.main.GetComponent<CameraFollow>().FollowTarget = m_mapCtr.Player.transform; AudioManager.Instance.PlayAudio("bg", true); }
public void Init(MapCtr owner, MapCellData data) { CellData = data; Owner = owner; // if (!string.IsNullOrEmpty(data.resName)) { Render.sprite = Resources.Load("Sprites/" + data.resName, typeof(Sprite)) as Sprite; } else { Render.sprite = null; } transform.position = owner.StartPos + new Vector3(data.col * owner.CellSize.x, data.row * owner.CellSize.y, owner.StartPos.z); Render.sortingOrder = data.sortOrder; Render.sortingLayerName = data.sortLayer; }