/** * initial **/ private IEnumerator Start() { #if !ORI_FIXEDUPDATE // 目前FPS限制30,物理計算也限制30 //Time.fixedDeltaTime = 0.0333f; #endif #if !UNITY_EDITOR // while VSync==false in Quality settings, // we can use this to lock Framerate, that will lengthen battery life for this game. Application.targetFrameRate = 60; #endif // 不進入休眠模式 Screen.sleepTimeout = SleepTimeout.NeverSleep; // 一開始沒有攝影機,先清buffer,避免有些機器會有雜訊畫面 GL.Clear(true, true, Color.black); // 設定LoadFromCacheOrDownload的Cache限制大小,目前為2GB Caching.maximumAvailableDiskSpace = 2147483648; #if USE_NGUI // 使用NGUI時,會由下面的Loading畫面取代原先流程,在LoadingStartCallback中載入場景 // 這裡只會先去抓NGUI_Root mGUIRoot = GetComponent <NGUI_Root>(); m_uiRoot = GetComponent <NGUI_Root>(); m_uiRoot.showGUI(NGUI_Root.eUIType.LOGIN); Localization.ReLoad = true; #endif //set this gameObject always on scene DontDestroyOnLoad(gameObject); //DontDestroyOnLoadToAllChildren(gameObject); //set singleton access m_instance = this; Debug.Log("Loading"); //每隔一陣子發射 //prefab = (GameObject)UnityEngine.Object.Instantiate (Resources.Load("Sprite/Ball")); m_BallPrefab = Resources.Load("Sprite/Ball") as GameObject; m_PlayerPrefab = GameObject.Find("Player"); m_BallNum = 0; Debug.Log("startAAAA"); GameObject bg_prefab = GameObject.Find("UI Root"); UIEventListener.Get(bg_prefab).onDragEnd += OnDragEnd; yield return(null); }
/** * initial **/ private IEnumerator Start() { #if !ORI_FIXEDUPDATE // 目前FPS限制30,物理計算也限制30 //Time.fixedDeltaTime = 0.0333f; #endif #if !UNITY_EDITOR // while VSync==false in Quality settings, // we can use this to lock Framerate, that will lengthen battery life for this game. Application.targetFrameRate = 60; #endif // 不進入休眠模式 Screen.sleepTimeout = SleepTimeout.NeverSleep; // 一開始沒有攝影機,先清buffer,避免有些機器會有雜訊畫面 GL.Clear(true, true, Color.black); // 設定LoadFromCacheOrDownload的Cache限制大小,目前為2GB Caching.maximumAvailableDiskSpace = 2147483648; #if USE_NGUI // 使用NGUI時,會由下面的Loading畫面取代原先流程,在LoadingStartCallback中載入場景 // 這裡只會先去抓NGUI_Root mGUIRoot = GetComponent <NGUI_Root>(); m_uiRoot = GetComponent <NGUI_Root>(); m_uiRoot.showGUI(NGUI_Root.eUIType.LOGIN); Localization.ReLoad = true; #endif //set this gameObject always on scene DontDestroyOnLoad(gameObject); //DontDestroyOnLoadToAllChildren(gameObject); //set singleton access m_instance = this; Debug.Log("Loading"); //Attching onClick event on Tryagain button m_TryAgain = GameObject.Find("UI Root/Camera/tryagain"); UIEventListener.Get(m_TryAgain).onPress = OnPressTryAgain; m_TryAgain.SetActive(false); //Attching onClick event on flash scanner m_FlashScanner = GameObject.Find("UI Root/Camera/flashscanner"); UIEventListener.Get(m_FlashScanner).onPress = OnPressFlashScanner; //Place finger word m_PlaceFinger = GameObject.Find("UI Root/Camera/placefingeron"); //MoveBar m_MoveBar = GameObject.Find("UI Root/Camera/movebar"); m_AnalyStart = GameObject.Find("UI Root/Camera/analy_start"); m_Analyzing = GameObject.Find("UI Root/Camera/analyzing"); m_Analyzing.SetActive(false); m_Scanning = GameObject.Find("UI Root/Camera/scanning"); m_Scanning.SetActive(false); m_IQNum = GameObject.Find("UI Root/Camera/iqnum"); m_IQNum.SetActive(false); m_YourIQis = GameObject.Find("UI Root/Camera/youriqis"); m_YourIQis.SetActive(false); m_iAd = GameObject.Find("iAd"); m_iAdScript = m_iAd.GetComponent(typeof(iAd)) as iAd; yield return(null); }
/** initial **/ private IEnumerator Start() { #if !ORI_FIXEDUPDATE // 目前FPS限制30,物理計算也限制30 //Time.fixedDeltaTime = 0.0333f; #endif #if !UNITY_EDITOR // while VSync==false in Quality settings, // we can use this to lock Framerate, that will lengthen battery life for this game. Application.targetFrameRate = 60; #endif // 不進入休眠模式 Screen.sleepTimeout = SleepTimeout.NeverSleep; // 一開始沒有攝影機,先清buffer,避免有些機器會有雜訊畫面 GL.Clear(true, true, Color.black); // 設定LoadFromCacheOrDownload的Cache限制大小,目前為2GB Caching.maximumAvailableDiskSpace = 2147483648; #if USE_NGUI // 使用NGUI時,會由下面的Loading畫面取代原先流程,在LoadingStartCallback中載入場景 // 這裡只會先去抓NGUI_Root mGUIRoot = GetComponent<NGUI_Root>(); m_uiRoot = GetComponent<NGUI_Root>(); m_uiRoot.showGUI(NGUI_Root.eUIType.LOGIN); Localization.ReLoad=true; #endif //set this gameObject always on scene DontDestroyOnLoad( gameObject ); //DontDestroyOnLoadToAllChildren(gameObject); //set singleton access m_instance = this; Debug.Log ("Loading"); //每隔一陣子發射 //prefab = (GameObject)UnityEngine.Object.Instantiate (Resources.Load("Sprite/Ball")); m_BallPrefab = Resources.Load("Sprite/Ball") as GameObject; m_PlayerPrefab = GameObject.Find("Player"); m_BallNum = 0; Debug.Log ("startAAAA"); GameObject bg_prefab = GameObject.Find ("UI Root"); UIEventListener.Get(bg_prefab).onDragEnd += OnDragEnd; yield return null; }