Example #1
0
    public void ChangeRow(bool upward)
    {
        MoveBy  move   = gameObject.AddComponent <MoveBy>();
        Vector3 offset = new Vector3(0, StageMap.GRID_HEIGHT, 0);

        if (!upward)
        {
            offset.y = -offset.y;
        }
        move.offset = offset;
        move.time   = 0.5f;
        move.Begin();

        model.zombieList[row].Remove(gameObject);
        if (upward)
        {
            ++row;
        }
        else
        {
            --row;
        }
        model.zombieList[row].Add(gameObject);
        display.SetOrderByRow(row);
    }
Example #2
0
    IEnumerator Workflow()
    {
        FadeIn fadeIn = logo.AddComponent <FadeIn>();

        fadeIn.time = 1.0f;
        fadeIn.Begin();
        yield return(new WaitForSeconds(2f));

        FadeOut fadeOut = logo.AddComponent <FadeOut>();

        fadeOut.time = 1.0f;
        fadeOut.Begin();
        yield return(new WaitForSeconds(1f));

        logo.SetActive(false);
        loadingLayer.SetActive(true);
        yield return(new WaitForEndOfFrame());

        MoveBy move = title.AddComponent <MoveBy>();

        move.offset = new Vector3(0, -2f, 0);
        move.time   = 1f;
        move.Begin();
        yield return(new WaitForSeconds(1f));

        async = SceneManager.LoadSceneAsync("MainScene");
        async.allowSceneActivation = false;
        yield return(StartCoroutine(Loading()));

        text.text      = "开始游戏";
        button.enabled = true;
    }
Example #3
0
    void ProduceSun()
    {
        float      x      = Random.Range(StageMap.GRID_LEFT, StageMap.GRID_RIGTH);
        float      y      = Random.Range(StageMap.GRID_BOTTOM, StageMap.GRID_TOP);
        float      startY = StageMap.GRID_TOP + 1.5f;
        GameObject sun    = Instantiate(sunPrefab);

        sun.transform.position = new Vector3(x, startY, 0);
        MoveBy move = sun.AddComponent <MoveBy>();

        move.offset = new Vector3(0, y - startY, 0);
        move.time   = (startY - y) / 1.0f;
        move.Begin();
    }
    IEnumerator GameReady()
    {
        yield return(new WaitForSeconds(0.5f));

        MoveBy move = Camera.main.gameObject.AddComponent <MoveBy>();

        move.offset = new Vector3(3.9f, 0, 0);
        move.time   = 1f;
        move.Begin();
        yield return(new WaitForSeconds(1.5f));

        sunLabel.SetActive(true);
        cardDialog.SetActive(true);
    }
Example #5
0
    void ProduceSun()
    {
        float      x      = Random.Range(StageMap.LeftGrid, StageMap.RightGrid);
        float      y      = Random.Range(StageMap.BottomGrid, StageMap.TopGrid);
        float      startY = StageMap.TopGrid + 1.5f;
        GameObject sun    = Instantiate(sunPrefab);

        sun.transform.position = new Vector3(x, startY);
        MoveBy move = sun.AddComponent <MoveBy>();

        move.Offset   = new Vector3(0, y - startY, 0);
        move.MoveTime = (startY - y) / 1f;
        move.Begin();
    }
Example #6
0
    IEnumerator gameReady()
    {
        yield return(new WaitForSeconds(0.5f));

        MoveBy move = Camera.main.gameObject.AddComponent <MoveBy>();

        //move.Offset = new Vector2(3.25f, 0);
        move.Offset   = new Vector2(5.7f, 0);
        move.MoveTime = 1.5f;
        move.Begin();
        yield return(new WaitForSeconds(2f));

        //sunLabel.SetActive(true);
        //shovelBg.SetActive(true);
        btn_sumbit.SetActive(true);
        toolBar.SetActive(true);
        //btn_reset.SetActive(true);
        //cardDialog.SetActive(true);
    }
Example #7
0
    void Shoot()
    {
        Vector3 pos = transform.position + bulletOffset;

        GameObject[] bullets = new GameObject[3];
        for (int i = 0; i < 3; ++i)
        {
            bullets[i] = Instantiate(bullet);
            bullets[i].transform.position          = pos;
            bullets[i].GetComponent <Bullet>().row = grow.row - 1 + i;
            bullets[i].GetComponent <SpriteRenderer>().sortingOrder = 1000 * (grow.row + i) + 1;
        }

        MoveBy move1 = bullets[0].AddComponent <MoveBy>();

        move1.offset.Set(0, StageMap.GRID_HEIGHT, 0);
        move1.time = 0.2f;
        move1.Begin();
        MoveBy move2 = bullets[2].AddComponent <MoveBy>();

        move2.offset.Set(0, -StageMap.GRID_HEIGHT, 0);
        move2.time = 0.2f;
        move2.Begin();
    }