public override void Start() { // if (rnd.NextDouble() >= 0.6) { // this.take_subway = true; // } current_uid = human_uid++; var daddy = get_parent_script(); // Debug.Log ("Human's daddy :" + daddy.gameObject); father_containers = daddy.childObjects; father_containers.humans.Add(this); static_init(get_parent_script()); if (daddy.gameObject.name.Contains("Second")) { // 需要根据固定的apf来生成对应的场。 generate_fixed_apf(); } rb = GetComponent <Rigidbody2D> (); // 防止旋转 rb.freezeRotation = true; // 添加自己的对象 init_radius(); init_weight(); init_destine(); init_speed(); // Debug.Log ("New Human: position:" + transform.position +", and map_position: " + daddy.pos2mapv(transform.position)); // TODO: 将 in_disaster in_disaster = false; }
void Awake() { childObjects = new ChildObjects(); // var pos = this.transform.position; // pos.z = uid_z; // transform.position = pos; // ++uid_z; }
/* * 变换对象的父对象、 * 非我别动 */ public void change_new_father_container(MonoBehaviour to_script) { BackgroundController new_father_script = to_script as BackgroundController; this.transform.parent = new_father_script.transform; father_containers = new_father_script.childObjects; if (father_containers == null) { Debug.Log("Fathers are null."); } }
public override void Start() { // var daddy = transform.parent; // if (!daddy) print("Object has no parent"); // var script = daddy.GetComponent<BackgroundController>(); // if (!script) print("Parent has no EnemyData script"); // Debug.Log ("DestController ready to get parent script."); var script = get_parent_script(); father_containers = script.childObjects; father_containers.dests.Add(this); gameObject.layer = script.myLayer; HelperScript.change_z(this); // Debug.Log ("Add a Dest in layer in " + father_containers.backGround); }
// Use this for initialization public override void Start() { // var daddy = transform.parent; // if (!daddy) print("Object has no parent"); // var script = daddy.GetComponent<BackgroundController>(); // if (!script) print("Parent has no EnemyData script"); // Debug.Log ("BlockController ready to get parent script."); // 获得父对象的脚本 var script = get_parent_script(); father_containers = script.childObjects; father_containers.blocks.Add(this); gameObject.layer = script.myLayer; HelperScript.change_z(this); // Debug.Log ("Add a Block."); SpriteRenderer render = GetComponent <SpriteRenderer> (); // valid_rb = GetComponent<Rigidbody2D> (); bounds = render.bounds; }