private float m_PreparingTimeMark = 0;//用于记录按了多长时间的 public CDogController(CSceneRoot root) { m_SceneRoot = root; m_Dog[0] = m_SceneRoot.GetSceneMember((int)SceneBattleMembers.Player1); m_Dog[1] = m_SceneRoot.GetSceneMember((int)SceneBattleMembers.Player2); m_Dog[2] = m_SceneRoot.GetSceneMember((int)SceneBattleMembers.Player3); m_Dog[3] = m_SceneRoot.GetSceneMember((int)SceneBattleMembers.Player4); m_Dog[0].GetComponent <CDogObjectScript>().m_dogController = this; m_Dog[1].GetComponent <CDogObjectScript>().m_dogController = this; m_Dog[2].GetComponent <CDogObjectScript>().m_dogController = this; m_Dog[3].GetComponent <CDogObjectScript>().m_dogController = this; m_Dog[0].GetComponent <CDogObjectScript>().DogNum = 0; m_Dog[1].GetComponent <CDogObjectScript>().DogNum = 1; m_Dog[2].GetComponent <CDogObjectScript>().DogNum = 2; m_Dog[3].GetComponent <CDogObjectScript>().DogNum = 3; for (int i = CPlayerSettings.PlayerNumber; i < CPlayerSettings.PlayerNumberMax; i++) { m_Dog[i].SetActive(false); } }
private void Start() { m_sceneRoot = GameObject.Find(CSceneRoot.CSceneRootName).GetComponent <CSceneRoot>(); m_dogController = new CDogController(m_sceneRoot); }
public CSystem(CSceneRoot cSceneRoot) { sceneRoot = cSceneRoot; Debug.Log("A System have been inited"); }
public CBattleSystem(CSceneRoot cSceneRoot) : base(cSceneRoot) { }