// Use this for initialization void Start() { GameVO vo = GameVO.Instance; //创建角色信息 vo.player = new RoleVO(); vo.player.config = ConfigManager.Instance.GetRole(1); GunVO gun = new GunVO(); gun.config = ConfigManager.Instance.GetGun(1); vo.player.guns.Add(gun); vo.player.gun = gun; gun = new GunVO(); gun.config = ConfigManager.Instance.GetGun(2); vo.player.guns.Add(gun); //创建角色 GameObject player = Instantiate(ResourceManager.Instance.GetResource(vo.player.config.prefabURL)) as GameObject; player.transform.parent = LayerManager.Instance.playerLayer.transform; player.transform.localPosition = new Vector3(player.transform.localPosition.x, player.transform.localPosition.y, 0); player.GetComponent <Role>().vo = GameVO.Instance.player; //添加角色控制器 player.AddComponent <RoleController>(); player.GetComponent <Role>().Init(); //加上镜头跟随 vo.camera.LookAt(player.transform, CameraLookAt.LOOK_AT_FRONT); }
public void OnPostConstruct() { GameVo = new GameVO(); _status = Resources.Load <RD_GameStatus>("Data/AppStatus"); _deviceList = Resources.Load <CD_DeviceList>("Data/TestDeviceList"); LoadSavedData(); //Load Game Data on the very beginning }
private void Start() { GameVO vo = GameVO.Instance; //设置镜头属性 Rect frontCameraRange = LayerManager.Instance.frontLayer.GetComponent <GameLayer>().cameraRange; vo.camera.cameraRange = new Rect(frontCameraRange.x, frontCameraRange.y, frontCameraRange.width, frontCameraRange.height); vo.camera.cameraTransform = mainCamera.transform; //记录场景大小 Rect moveRange = LayerManager.Instance.frontLayer.GetComponent <GameLayer>().moveRange; vo.sceneSize = new Rect(moveRange.x, moveRange.y, moveRange.width, moveRange.height); }
private void Awake() { GameVO.Instance = new GameVO(); GameVO vo = GameVO.Instance; vo.currentTime = 0; vo.camera.cameraSize = new Vector3(); vo.camera.cameraSize = mainCamera.ViewportToWorldPoint(vo.camera.cameraSize); vo.camera.cameraSize.x = Mathf.Abs(vo.camera.cameraSize.x); vo.camera.cameraSize.y = Mathf.Abs(vo.camera.cameraSize.y); mainCamera.gameObject.AddComponent <GameCamera>(); }