void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; gui = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); manager = gameObject.AddComponent <MyActionManager>() as MyActionManager; judge = new Judge(start_land, end_land, boat); }
private int score_round3 = 25; //去到第三回合所需分数 void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; UFO_factory = Singleton <DiskFactory> .Instance; score_recorder = Singleton <ScoreRecorder> .Instance; action_manager = gameObject.AddComponent <Adapter>() as MyActionManager; //改变 user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; }
public void SetMode(ActionMode m) { if (m == ActionMode.KINEMATIC) { myActionManager = gameObject.AddComponent <MyActionManager>() as MyActionManager; } else if (m == ActionMode.PHYSICS) { physicsActionManager = gameObject.AddComponent <PhysicsActionManager>() as PhysicsActionManager; } actionMode = m; }
public static MyAction NextAction(List <int> pinfFalls) { MyActionManager am = new MyActionManager(); MyAction currentAction = new MyAction(); foreach (int pinFall in pinfFalls) { currentAction = am.Bowl(pinFall); } return(currentAction); }
void Start() { SSDirector director = SSDirector.getInstance(); director.CurrentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; this.gameObject.AddComponent <ScoreRecorder> (); this.gameObject.AddComponent <BloodRecorder> (); this.gameObject.AddComponent <DiskFactory> (); scoreRecorder = Singleton <ScoreRecorder> .Instance; bloodRecorder = Singleton <BloodRecorder> .Instance; diskFactory = Singleton <DiskFactory> .Instance; actionManager = gameObject.AddComponent <MyActionManager>() as MyActionManager; }
public void PlayDisk() { MyActionManager.playDisk(user.round); }