//实例化组件,加载资源 void Start() { Director.getInstance().sceneController = this; patrol_factory = Singleton <PatrolFactory> .Instance; action_manager = (PatrolActionManager)gameObject.AddComponent <PatrolActionManager>(); recorder = Singleton <ScoreRecorder> .Instance; load(); }
// Use this for initialization void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; Factory = Singleton <GameFactory> .Instance; action_manager = gameObject.AddComponent <PatrolActionManager>() as PatrolActionManager; LoadResources(); }
void Start() { SSDirector director = SSDirector.GetInstance(); director.currentSceneController = this; factory = Singleton <PatroFactory> .GetInstance; actionManager = gameObject.AddComponent <PatrolActionManager> () as PatrolActionManager; LoadResources(); recorder = Singleton <ScoreRecorder> .GetInstance; }
public void LoadResources() { Instantiate(Resources.Load <GameObject>("Prefabs/Maze")); action_manager = Singleton <PatrolActionManager> .Instance; patrol_factory = Singleton <PatrolFactory> .Instance; userGUI = Singleton <UserGUI> .Instance; recorder = Singleton <ScoreRecorder> .Instance; player = Instantiate(Resources.Load("Prefabs/Player"), new Vector3(9, 9, -7), Quaternion.identity) as GameObject; patrols = patrol_factory.GetPatrols(); }
void Start(){ SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; patrol_factory = Singleton<PropFactory>.Instance; action_manager = gameObject.AddComponent<PatrolActionManager>() as PatrolActionManager; LoadResources(); main_camera.GetComponent<CameraFlow>().follow = player; recorder = Singleton<ScoreRecorder>.Instance; player_speed *= 0.01f; }
void Start() { wall_sign = 1; SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; patrol_factory = Singleton <PropFactory> .Instance; action_manager = gameObject.AddComponent <PatrolActionManager>() as PatrolActionManager; LoadResources(); recorder = Singleton <ScoreRecorder> .Instance; }
void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; patrol_factory = Singleton <PropFactory> .Instance; action_manager = gameObject.AddComponent <PatrolActionManager>() as PatrolActionManager; LoadResources(); //main_camera.GetComponent<CameraHelpness>().follow = player; recorder = Singleton <ScoreRecorder> .Instance; }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; _PatorlFactory = Singleton <PatorlFactory> .Instance; _PatrolActionManager = Singleton <PatrolActionManager> .Instance; LoadResources(); _ScoreRecorder = Singleton <ScoreRecorder> .Instance; }
// Use this for initialization void Start() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; patrolFactory = Singleton <PatrolFactory> .Instance; crystalFactory = Singleton <CrystalFactory> .Instance; actionManager = gameObject.AddComponent <PatrolActionManager>() as PatrolActionManager; LoadResources(); mainCamera.GetComponent <CameraMan>().target = player; scoreController = Singleton <ScoreController> .Instance; }
void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; judger = gameObject.AddComponent <Judger>(); patrolFactory = gameObject.AddComponent <PatrolFactory>(); playerArea = 5; patrolActionManager = gameObject.AddComponent <PatrolActionManager>(); gameObject.AddComponent <GameEventManager>(); ui = gameObject.AddComponent <UI>() as UI; }
public int coinNumberGet = 0; // 玩家已收集硬币数量 private void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; patrolsFactory = Singleton <PatrolFactory> .Instance; coinFactory = Singleton <CoinFactory> .Instance; scoreRecorder = Singleton <ScoreRecorder> .Instance; actionManager = gameObject.AddComponent <PatrolActionManager>() as PatrolActionManager; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; timeManager = gameObject.AddComponent <TimeManager>() as TimeManager; director.CurrentSceneController.LoadResource(); gameOver = false; }
//public Camera cameraMain; void Start() { SSDirector director = SSDirector.getInstance(); director.CurrentSceneController = this; scoreRecorder = Singleton <ScoreRecorder> .Instance; patrolFactory = Singleton <PatrolFactory> .Instance; playerRegion = 4; patrolActionManager = gameObject.AddComponent <PatrolActionManager>(); userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); for (int i = 0; i < patrols.Count; ++i) { patrolActionManager.Patrol(patrols[i]); } }
// Use this for initialization void Start() { director = Director.getInstance(); factory = Singleton <PatrolFactory> .Instance; board = Singleton <ScoreBoard> .Instance; director.scence = this; manager = gameObject.AddComponent <PatrolActionManager>() as PatrolActionManager; gameObject.GetComponent <PatrolActionManager> ().player = player; for (int i = 0; i < 10; i++) { GameObject monster = factory.getPatrol(i / 2); monsters.Add(monster); manager.beginPatrol(monster); } getLocations(5); reloadSource(); }
private List <GameObject> patrols; // 场景中巡逻兵列表 // 场景初始化 void Start() { Director director = Director.GetInstance(); director.CurrentSceneController = this; patrolFactory = Singleton <PatrolFactory> .Instance; playerRegion = 5; patrolActionManager = gameObject.AddComponent <PatrolActionManager>(); userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; director.SetFPS(30); director.leaveSeconds = 60; LoadResources(); // 巡逻兵开始巡逻 for (int i = 0; i < patrols.Count; i++) { patrolActionManager.Patrol(patrols[i]); } }
void Start() { //这一块注意一下,关于实例化,和实例化的查找 //首先director是单例模式,所以用GetInstance方法,即使没有实例也会创建实例,有实例就确保只有一个实例 //那么_PatorlFactory和_PatrolActionManager是怎么回事 //首先看到代码可以这样写,用Singleton,这个是直接查找有没有这个类,没有就报错了 //所以使用这个有个前提条件,就是必须已经存在了,所以在游戏开始之前必须把代码绑定到对应的物体上 //如果不采用这种方法怎么办,可以手动添加,用AddComponent就相当于把手动添加的部分,用代码实现了,就是注释掉的部分 SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; _PatorlFactory = Singleton <PatorlFactory> .Instance; _PatrolActionManager = Singleton <PatrolActionManager> .Instance; //_PatrolActionManager = gameObject.AddComponent<PatrolActionManager>() as PatrolActionManager; //ISceneController接口中函数的实现 LoadResources(); //设置摄像机跟随的对象,也就是玩家,如果不用工厂模式的话,直接在场景中生成玩家,然后把玩家拖到摄像机的Targer就可以了 //这一块也要注意,main_camera的位置必须在LoadResources之后,因为main_camera跟随的对象是player,如果player没有实例化就无法运行 //所以如果一开始在场景中就有player的话,下面的代码位置就可以随便放。 main_camera.GetComponent <CameraFlow>().follow = player; _ScoreRecorder = Singleton <ScoreRecorder> .Instance; }