private IEnumerator MakeGame() { Camera.main.clearFlags = CameraClearFlags.Skybox; Camera.main.rect = new Rect(0f, 0f, 1f, 1f); maze = Instantiate(mazePrefab) as Maze; maze.gameController = this; yield return(StartCoroutine(maze.Generate())); player = Instantiate(playerPrefab) as Player; occupiedCoords.Add(maze.RandomCoord()); player.SetLocation(maze.GetCell(occupiedCoords[0])); patrolFactory = gameObject.GetComponent <PatrolFactory>(); patrols = new List <Patrol>(); for (int i = 0; i < 3; i++) { Patrol patrol = patrolFactory.Generate(maze); patrol.centerCoord = maze.RandomOtherCoord(occupiedCoords); //Debug.Log("patrol init coord: " + patrol.centerCoord); occupiedCoords.Add(patrol.centerCoord); patrol.SetLocation(maze.GetCell(patrol.centerCoord)); if (patrol.currentCell.room != player.currentCell.room) { patrol.gameObject.SetActive(false); } patrols.Add(patrol); } Camera.main.clearFlags = CameraClearFlags.Depth; Camera.main.rect = new Rect(0f, 0f, 0.5f, 0.5f); }
public AbstractActorFactory getInstance() { if (instance == null) { instance = new PatrolFactory(); } return(instance); }
public static PatrolFactory getInstance() { if (_instance == null) { _instance = new PatrolFactory(); } return(_instance); }
// Use this for initialization void Start() { Factory = Singleton <PatrolFactory> .Instance; ActionManager = Singleton <CCActionManager> .Instance; LoadPatrol(); //OnStartServer(); Debug.Log("1"); }
//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 Start() { gameOver = 0; patrolFactory = PatrolFactory.getInstance(); LoadResources(); this.transform.parent = player.transform; Patrol.hitPlayerEvent += Over; }
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(); }
public static PatrolFactory getInstance() { if (_instance == null) { _instance = new PatrolFactory(); _instance.used = new List <GameObject>(); _instance.free = new List <GameObject>(); } return(_instance); }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentScenceController = this; patrolFactory = Singleton <PatrolFactory> .Instance; LoadResources(); gameState = GameState.BEGIN; PatrolCollide.catchSuccess += Gameover; scoreRecorder = Singleton <ScoreRecorder> .Instance; }
private void Awake() { if (_instance == null) { _instance = Singleton <PatrolFactory> .Instance; _instance.used = new List <GameObject>(); _instance.free = new List <GameObject>(); patrolPrefab = Instantiate(Resources.Load <GameObject>("Prefabs/patrol"), new Vector3(348, 15, 324), Quaternion.identity); } Debug.Log("instance: " + _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; }
private void Awake() { SSDirector director = SSDirector.getInstance(); director.setFPS(60); director.currentSceneController = this; this.gameObject.AddComponent <PatrolFactory>(); pf = Singleton <PatrolFactory> .Instance; this.gameObject.AddComponent <UserGUI>(); director.currentSceneController.GenGameObjects(); this.gameObject.AddComponent <CCActionManager>(); }
// 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; }
public void CreatePatrols() { //创建游戏开始时的巡逻兵 PatrolFactory pf = PatrolFactory.getInstance(); for (int i = 1; i <= 12; i++) { GameObject patrol = pf.getPatrol(); patrol.name = "ZomBear" + ++bearNum; Handle p = patrol.GetComponent <Patrol>(); sub.Attach(p); patrol.GetComponent <Patrol>().register(GetComponent <ScoreManager>().addScore); } }
void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; df = Singleton <PatrolFactory> .Instance; director.CurrentScenceController.LoadResources(); gamestate = GameState.RUNNING; score = 0; this.gameObject.AddComponent <UserGUI>(); this.gameObject.AddComponent <GameEventManager>(); }
public void CreatePatrols() { PatrolFactory patrolFactory = Singleton <PatrolFactory> .Instance; for (int i = 0; i < 6; i++) { GameObject patrol = patrolFactory.getPatrol(); patrol.name = "Patrol" + i; sub = player.GetComponent <Player>(); sub.AddListener(patrol.GetComponent <Patrol>()); patrol.GetComponent <Patrol>().register(GetComponent <ScoreRecorder>().addScore); } }
private int gameJudge; // 0-> ingame, 1-> win, -1->lose // public GameObject collider1; // Use this for initialization void Awake() { //Debug.Log("FPS " + Application.targetFrameRate); Application.targetFrameRate = 30; SSDirector director = SSDirector.GetInstance(); director.currentSceneController = this; patrolFactory = Singleton <PatrolFactory> .Instance; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; timer = gameObject.AddComponent <Timer>() as Timer; LoadResources(); }
Vector3 IniPos = Vector3.zero; //初始位置 void Awake() { PatrolFactory patrolFactory = Singleton <PatrolFactory> .Instance; //patrol工厂单例 patrol = patrolFactory.getPatrol(); //生产patrol patrol.setParent(this.gameObject, IniPos); patrol.setCheckerWorldLoc(this.transform.position); //score预制的实例化,位置的初始化 score = Object.Instantiate(Resources.Load("Prefabs/score"), Vector3.zero, Quaternion.identity) as GameObject; score.transform.parent = this.gameObject.transform; score.transform.localPosition = Vector3.zero; score.name = "score" + this.gameObject.name.Substring(7); }
void Awake() { LoadResources(); factory = Singleton <PatrolFactory> .Instance; score = ScoreRecorder.getInstance(); list = factory.getPatrolmans(); Instantiate(Resources.Load("Prefabs/Plane"), new Vector3(0, 0, 0), Quaternion.identity); cam = Camera.main; player = Instantiate(Resources.Load("Prefabs/player"), new Vector3(0, 0, 7), Quaternion.identity) as GameObject; cam.transform.parent = player.transform; cam.transform.position = new Vector3(0, 5, 0); cam.transform.localEulerAngles = new Vector3(40, 0, 0); Enable(); }
// Use this for initialization void Start() { record = new ScoreRecorder(); record.scoreText = scoreText; UI = new UserGUI(); UI.centerText = centerText; factory = Singleton <PatrolFactory> .Instance; //订阅者添加事件 Publish publisher = Publisher.getInstance(); publisher.add(this); }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; patrolFactory = PatrolFactory.patrolFactory; actionManager = gameObject.AddComponent <CCActionManager>(); LoadResources(); if (player.GetComponent <Rigidbody>()) { player.GetComponent <Rigidbody>().freezeRotation = true; } }
void Awake() { LoadResources(); factory = Singleton <PatrolFactory> .Instance; score = ScoreRecorder.getInstance(); list = factory.getPatrolmans(); //Instantiate(Resources.Load("Prefabs/Plane"), new Vector3(0, 0, 0), Quaternion.identity); player = this.gameObject; //cam = Instantiate(Cam); //cam.transform.position = new Vector3(0, 5, -7); //cam.transform.localEulerAngles = new Vector3(45, 0, 0); // cam.transform.parent = this.gameObject.transform; Enable(); }
void Awake() { //请记分员 scorekeeper = Scorekeeper.getInstance(); scorekeeper.sceneController = this; //请patrol工厂 patrolFactory = PatrolFactory.getInstance(); patrolFactory.sceneController = this; //导演 SSDirector director = SSDirector.getInstance(); director.setFPS(60); director.currentSceneController = this; director.currentSceneController.LoadResources(); }
void genPatrols() //get patrols { patrolList = new List <GameObject>(6); patrolRemainList = new List <int>(6); Vector3[] posSet = PatrolFactory.getInstance().getPosSet(); for (int i = 0; i < 6; i++) { GameObject newPatrol = PatrolFactory.getInstance().getPatrol(); newPatrol.transform.position = posSet[i]; newPatrol.name = "Patrol" + i; patrolRemainList.Add(-2); patrolList.Add(newPatrol); addRandomMovement(newPatrol, true); } }
//生产巡逻兵 void genPatrols() { PatrolSet = new List <GameObject>(6); PatrolLastDir = new List <int>(6); Vector3[] posSet = PatrolFactory.getInstance().getPosSet(); for (int i = 0; i < 4; i++) { GameObject newPatrol = PatrolFactory.getInstance().getPatrol(); newPatrol.transform.position = posSet[i]; newPatrol.name = "Patrol" + i; PatrolLastDir.Add(-2); PatrolSet.Add(newPatrol); addRandomMovement(newPatrol, true); } }
// treasure void Start() { maze = Object.Instantiate(Resources.Load <GameObject>("maze"), Vector3.zero, Quaternion.identity); treasure = Object.Instantiate(Resources.Load <GameObject>("treasure_chest"), Vector3.zero, Quaternion.identity); player = gameObject.AddComponent <Player>() as Player; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; director = SSDirector.getInstance(); director.currentSceneController = this; patrolFactory = new PatrolFactory(); actionManager = gameObject.AddComponent <PatrolManager>() as PatrolManager; for (int i = 0; i < 9; i++) { actionManager.PatrolAround(patrolFactory.getPatrol(i)); } initTreasure(); }
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(); }
void createPatrols() { PatrolList = new List <GameObject>(6); PatrolDirection = new List <int>(6); Vector3[] locations = PatrolFactory.getInstance().getPatrolLocations(); for (int i = 0; i < 6; i++) { //使用工厂模式初始化游戏对象 GameObject newPatrol = PatrolFactory.getInstance().getPatrol(); newPatrol.transform.position = locations[i]; newPatrol.name = "Patrol" + i; //初始化巡逻方向为空 PatrolDirection.Add(-2); PatrolList.Add(newPatrol); //开始让巡逻兵随机移动 moveRandomly(newPatrol, true); } }