Esempio n. 1
0
 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         var a = PoolManager.Get <CubeObj>(this, null);
         list.Add(a as CubeObj);
     }
     if (Input.GetKeyDown(KeyCode.Backspace))
     {
         if (PoolManager.GetPool <CubeObj>().RunningCount > 0)
         {
             var obj = PoolManager.GetPool <CubeObj>().RunningPoool.Peek();
             PoolManager.Set <CubeObj>(obj as CubeObj, this, null);
         }
     }
     if (Input.GetKeyDown(KeyCode.Delete))
     {
         if (PoolManager.GetPool <CubeObj>().RunningCount > 0)
         {
             var obj = PoolManager.GetPool <CubeObj>().RunningPoool.Peek();
             //PoolManager.Set<CubeObj>(obj as CubeObj, this, null);
             PoolManager.Clear(obj, null, false);
         }
     }
 }
Esempio n. 2
0
    static int Clear(IntPtr L)
    {
        LuaScriptMgr.CheckArgsCount(L, 1);
        PoolManager obj = (PoolManager)LuaScriptMgr.GetNetObjectSelf(L, 1, "PoolManager");

        obj.Clear();
        return(0);
    }
Esempio n. 3
0
 public void InitNewGame()
 {
     // clear all tile
     for (int i = 0; i < listTiles.Count; i++)
     {
         PoolManager.Clear(listTiles [i]);
     }
     listTiles.Clear();
     // create start tile
     lastTile = PoolManager.Spawn <Tile> (startTilePos, Quaternion.Euler(0, 0, 0));
     // set startPlatform pos
     startPlatform.transform.position = startPlatformPos;
     listTiles.Add(lastTile);
     // create tile
     CreateStartTile();
     // other
     ballShadow.SetActive(true);
     ball.transform.position  = startBallPos;
     ball.render.sortingOrder = 100;
     score             = 0;
     moveSpeed         = GameDefine.instance.ballStartSpeed;
     iTeam.sprite      = GameDefine.instance.listTeamFlagSpr [GameManager.dataSave.selectedTeam];
     GameManager.state = GameState.MENU;
 }
 public virtual void Clear()
 {
     PoolManager.Clear();
 }
Esempio n. 5
0
    void Update()
    {
        // check nếu không bấm vào button thì play game nếu đang ở menu hoặc pause
        if (Input.GetMouseButtonDown(0) && (GameManager.state == GameState.MENU || GameManager.state == GameState.PAUSING))
        {
            bool canPlay = true;
                        #if UNITY_EDITOR
            {
                if (EventSystem.current.IsPointerOverGameObject())
                {
                    canPlay = false;
                }
            }
                        #else
            if (Input.touchCount > 0 && EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId))
            {
                canPlay = false;
            }
                        #endif
            if (canPlay)
            {
                GameManager.state = GameState.PLAYING;
            }
        }

        //
        if (GameManager.state == GameState.PLAYING)
        {
            // di chuyển startPlatform và các tile
            speed = new Vector3(0, -Time.deltaTime * moveSpeed, 0);
            if (startPlatform.transform.position.y < -6F)
            {
                startPlatform.transform.position += speed * 2;
            }
            else
            {
                startPlatform.transform.position += speed;
            }

            foreach (Tile t in listTiles.ToArray())
            {
                if (t.transform.position.y < -5.5F)
                {
                    t.transform.position += speed * 2;
                }
                else
                {
                    t.transform.position += speed;
                }
                sort = -Mathf.RoundToInt(t.transform.position.y * 10);
                t.render.sortingOrder        = sort;
                t.surfaceRender.sortingOrder = sort;
                t.flagRender.sortingOrder    = sort + 1;
                if (t.transform.position.y < -7)
                {
                    listTiles.Remove(t);
                    PoolManager.Clear(t);
                }
            }
            // nếu thiếu tile thì tạo thêm trên cùng
            if (lastTile.transform.position.y < 10)
            {
                CreateNewTile();
            }
            // check thay đổi hướng bóng di chuyển
            ChangeBallDirection();
            // di chuyển bóng
            MoveBall();
            // kiểm tra bóng có trên mặt platform hay ko
            CheckBallStayOnTile();
        }
        else if (GameManager.state == GameState.GAMEOVER)
        {
            // nêu thua thì cho bóng di chuyển xuống
            speed = new Vector3(0, -Time.deltaTime * 5, 0);
            ball.transform.position += speed;
        }
    }