// Use this for initialization void Start() { FActionManager.getInstance().init(); FSequence seq = new FSequence(); #if true FSpawn spawn1 = new FSpawn(); spawn1.addAction(new FMoveTo(1f, Vector2.right * 10)); spawn1.addAction(new FScaleTo(1f, Vector3.one * 5)); FSpawn spawn2 = new FSpawn(); spawn2.addAction(new FMoveTo(1f, Vector3.left * 10)); spawn2.addAction(new FScaleTo(1f, Vector3.one)); seq.addAction(spawn1); seq.addAction(spawn2); #endif #if false seq.addAction(new FScaleTo(1f, Vector3.one * 5)); seq.addAction(new FScaleTo(1f, Vector3.zero)); #endif #if false seq.addAction(new FMoveBy(1f, Vector3.right * 10)); #endif #if false seq.addAction(new FRotateBy(1f, new Vector3(0, 0, 270))); #endif m_target.runAction(new FRepeatForever(seq)); }
public void init() { m_actionManager = FActionManager.getInstance(); m_hotfixManager = FHotfixManager.getInstance(); m_luaManager = FLuaManager.getInstance(); m_networkManager = FNetworkManager.getInstance(); m_resManager = FResManager.getInstance(); m_soundManager = FSoundManager.getInstance(); m_uiManager = FUIManager.getInstance(); m_actionManager.init(); m_hotfixManager.init(); m_luaManager.init(); m_networkManager.init(); m_resManager.init(); m_soundManager.init(); m_uiManager.init(); m_inited = true; }
// Update is called once per frame void Update() { FActionManager.getInstance().step(); }