public override void Init(TGController _controller, KeyPortData keyportData, int _com) { base.Init(_controller, keyportData, _com); //获取keyInputConfig.json里的行列数 ColumnCount = keyportData.width; RowCount = keyportData.height; }
private void Awake() { if (Instance == null) { Instance = this; } gameConfig.Init(this); inputSetting.Init(this); mainGame.Init(this); resultMng.Init(this); debug.Init(); dxCentre.Init(); dxTextCentre.Init(); dxHeatmapPanel.Init(); // dxErrorPopup.Init(); dxLoadingPanel.Init(); systemCam.gameObject.SetActive(false); AudioMng.Init(); IsInit = true; }
public static void Init() { var prefab = Resources.Load <TGController>("TGController"); Instance = Instantiate(prefab); DontDestroyOnLoad(Instance.gameObject); Debug.Log("创建了TGController"); }
public void Init(TGController _controller, KeyPortData keyportData, int _udp) { Init(_controller, keyportData); m_udp = _udp; m_endPoint = new IPEndPoint(IPAddress.Parse("127.0.0.1"), m_udp); m_client = new UdpClient(m_endPoint); }
void Awake() { #if UNITY_EDITOR if (TGController.Instance == null) { TGController.Init(); } #endif }
public override void Init(TGController _controller) { Instance = this; QualitySettings.SetQualityLevel(QualitySettings.names.Length - 1); Screen.SetResolution(1920, 1080, true, 60); base.Init(_controller); }
public void Init(TGController _controller, int _com, LMSerialPortCtrl _serialPortCtrl) { base.Init(_controller); SerialPortCtrl = _serialPortCtrl; portInfo = new PortInfo(); portInfo.comName = "COM" + _com; portInfo.baudRate = 115200; }
public virtual void Init(TGController _controller, KeyPortData keyportData, int _com) { base.Init(_controller, keyportData); SerialPortCtrl = new LMSerialPortCtrl(); portInfo = new PortInfo(); portInfo.comName = "COM" + _com; portInfo.baudRate = 115200; }
// 初始化Controller场景 private SceneAsset CreateControllerScene() { // 创建空场景 Scene tmpScene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene, NewSceneMode.Single); tmpScene.name = TGController.SCENE_NAME; // 实例化Prefab到空场景 TGController controllerPrefab = Resources.Load <TGController>("TGController"); PrefabUtility.InstantiatePrefab(controllerPrefab); // 存储场景 string path = TGPaths.ControllerScene; EditorSceneManager.SaveScene(tmpScene, path); // 设该选择对象为新建场景 var retval = AssetDatabase.LoadAssetAtPath <SceneAsset>(path); Selection.activeObject = retval; return(retval); }
private void Awake() { settingData = Resources.Load <TGSettingData>("SettingData"); if (settingData == null) { ErrorQuit("缺少Setting Data文件!务必确保Resources文件夹底下有SettingData"); return; } Instance = this; gameConfig.Init(this); inputSetting.Init(this); mainGame.Init(this); resultMng.Init(this); dxCentre.OnInit(this); dxTextCentre.OnInit(this); dxHeatmapPanel.OnInit(this); #if UNITY_EDITOR RootPath = Application.dataPath + "/TGFramework/"; #else RootPath = Application.dataPath.Replace(Application.productName + "_Data", string.Empty); #endif fileWriter.Init(RootPath); GameNameCn = settingData.gameNameCn; systemCam.gameObject.SetActive(false); AudioMng.Init(); IsInit = true; }
public override void OnInit(TGController _controller) { base.OnInit(_controller); m_heatmapInput = _controller.heatmapInput; }
public void Init(TGController _controller) { m_controller = _controller; }
public virtual void OnInit(TGController _controller) { m_controller = _controller; gameObject.SetActive(false); }
public override void OnInit(TGController _controller) { base.OnInit(_controller); m_stringBuilder = new StringBuilder(); }
public virtual void Init(TGController _controller, KeyPortData keyportData) { controller = _controller; KeyportData = keyportData; }
public void Init(TGController _controller, int _udp) { Init(_controller); m_udp = _udp; }
public override void OnInit(TGController _controller) { base.OnInit(_controller); debugGroup.SetActive(false); }