void Start() { GameDirector director = GameDirector.GetInstance(); director.CurrentScenceController = this; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); actionManager = gameObject.AddComponent <MySceneActionManager>() as MySceneActionManager; judge = new Judge(start_land, end_land, boat); }
public void Begin() { LoadPrefabs(); //MyActionManager = gameObject.AddComponent<ActionManager>() as ActionManager; gameEventManager = gameObject.AddComponent <GameEventManager>() as GameEventManager; //gameModel = gameObject.AddComponent<GameModel>() as GameModel; Debug.Log("game model init"); user = gameObject.AddComponent <UserGUI>(); user.Begin(); }
void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new MyCharacterController[6]; loadResources(); actionManager = gameObject.AddComponent <ActionManager>() as ActionManager; }
public MySceneActionManager actionManager;//动作管理 // Start is called before the first frame update void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); judge = new Judge(boat); actionManager = gameObject.AddComponent <MySceneActionManager>() as MySceneActionManager; }
void Awake() { Director director = Director.get_Instance(); director.curren = this; user = gameObject.AddComponent <UserGUI> () as UserGUI; //characters = new MyCharacterController[6]; team = new List <MyCharacterController>(); loadResources(); }
private int score_round3 = 25; //去到第三回合所需分数 void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; UFO_factory = Singleton <DiskFactory> .Instance; score_recorder = Singleton <ScoreRecorder> .Instance; action_manager = gameObject.AddComponent <FlyActionManager>() as FlyActionManager; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; }
// the first scripts void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; director.CurrentSceneController.LoadResources(); usergui = gameObject.AddComponent <UserGUI>() as UserGUI; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; actionManager.Start(); }
public void LoadResources() { Debug.Log("load resource"); state = -1; // 创建新的GUI mygui = new UserGUI(); // 加载数量 fromDevilNum = fromPriestNum = 3; toDevilNum = toPriestNum = 0; // 加载地面 GroundFrom = Object.Instantiate(Resources.Load("ground", typeof(GameObject)), new Vector3(0, -5, 15), Quaternion.identity, null) as GameObject; GroundFrom.transform.localScale = new Vector3(20, 9, 15); GroundFrom.name = "groundfrom"; GroundTo = Object.Instantiate(Resources.Load("ground", typeof(GameObject)), new Vector3(0, -5, -15), Quaternion.identity, null) as GameObject; GroundTo.transform.localScale = new Vector3(20, 9, 15); GroundTo.name = "groundto"; // 加载水 Water = Object.Instantiate(Resources.Load("Water", typeof(GameObject)), new Vector3(0, -6, 0), Quaternion.identity, null) as GameObject; Water.name = "water"; // 加载船 boat = new Boat(); // 加载牧师对象 for (int i = 0; i < 3; i++) { Role temp = new Role("Priest"); temp.setName("Priest" + i); Priests[i] = temp; float p_z = (float)(8 + i * 1.5); Priests[i].setOriginalPos(new Vector3(0, -1, p_z)); Priests[i].setDestPos(new Vector3(0, -1, -p_z)); Priests[i].character.transform.localScale = new Vector3(1.6f, 2f, 1.6f); Priests[i].character.transform.rotation = Quaternion.Euler(0, 180, 0); } // 加载恶魔对象 for (int i = 0; i < 3; i++) { Role temp = new Role("Devil"); temp.setName("Devil" + i); Devils[i] = temp; float p_z = (float)(13 + i * 1.5); Devils[i].setOriginalPos(new Vector3(0, -1, p_z)); Devils[i].setDestPos(new Vector3(0, -1, -p_z)); Devils[i].character.transform.localScale = new Vector3(1.6f, 2, 1.6f); Devils[i].character.transform.rotation = Quaternion.Euler(0, 180, 0); } }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; disk_factory = Singleton <Factory> .Instance; judgement = Singleton <CCJudgement> .Instance; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; curr_zone = 3; this.LoadResources(); }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneControllor = this; arrow_factory = Singleton <ArrowFactory> .Instance; recorder = gameObject.AddComponent <ScoreRecorder>() as ScoreRecorder; user_gui = gameObject.AddComponent <UserGUI> () as UserGUI; action_manager = gameObject.AddComponent <ArrowFlyActionManager>() as ArrowFlyActionManager; LoadResources(); }
void Awake() { Director director = Director.getInstace(); director.current = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new CharacterController[6]; loadResources(); //######################### actionManager = gameObject.AddComponent <Move> () as Move; }
// Use this for initialization void Start() { start = true; SSDirector director = SSDirector.getInstance(); director.currentScenceController = this; director.currentScenceController.LoadResources(); user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; actionManager = gameObject.AddComponent <CCArrowActionManager>(); AF = gameObject.AddComponent <ArrowFactory>(); }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; user = gameObject.AddComponent <UserGUI> () as UserGUI; //添加UserGUI脚本作为组件 //characters = new MyCharacterController[6]; team = new List <MyCharacterController>(); manager = gameObject.AddComponent <CCActionManager> () as CCActionManager; LoadResource(); }
void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new Character[6]; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; ifGameover = false; LoadResources(); }
// Use this for initialization void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; numberOfDisks = 10; this.gameObject.AddComponent <ScoreRecorder>(); this.gameObject.AddComponent <DiskFactory>(); userGUI = this.gameObject.AddComponent <UserGUI>(); scoreRecorder = Singleton <ScoreRecorder> .Instance; }
//public DiskFactory diskFactory; void Awake() { Director director = Director.GetInstance(); director.currentSceneController = this; director.currentSceneController.loadResources(); userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; this.gameObject.AddComponent <DiskFactory>(); actionManager = gameObject.AddComponent <FirstActionManager>() as FirstActionManager; }
//初始化游戏场景和配置 void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new MyCharacterController[6]; director.setFPS(60); director.leaveSeconds = director.totalSeconds; director.currentSceneController.loadResources(); }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; am = gameObject.AddComponent <CCActionManager>() as CCActionManager; judge = gameObject.AddComponent <Judge>() as Judge; role = new RoleModel[6]; director.currentSceneController.LoadResources(); }
void Awake() { Director director = Director.get_Instance(); director.curren = this; user = gameObject.AddComponent <UserGUI> () as UserGUI; actionManager = gameObject.AddComponent <MySceneActionManager>() as MySceneActionManager; team = new List <CharacterController>(); loadResources(); judge = new Judge(coast_from, coast_to, boat); }
List <GameObject> no_shot_list = new List <GameObject>(); //未被击中的飞碟列表 void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; this.gameObject.AddComponent <UFOFactory>(); ufo_factory = Singleton <UFOFactory> .Instance; am = gameObject.AddComponent <CCActionManager>() as CCActionManager; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; this.LoadResources(); }
private bool game_over = false; //游戏结束 void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; guard_factory = Singleton <GuardFactory> .Instance; action_manager = gameObject.AddComponent <GuardActionManager>() as GuardActionManager; gui = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); recorder = Singleton <ScoreRecorder> .Instance; }
private ActionManager MyActionManager; // add in v2 // Use this for initialization void Start() { Diretor diretor = Diretor.getInstance(); diretor.sceneCtrl = this; itemCtrls = new ItemControl[6]; LoadPrefabs(); user = gameObject.AddComponent <UserGUI>(); user.Restart(); MyActionManager = gameObject.AddComponent <ActionManager>() as ActionManager; // add in v2 }
public bool gaming = true; //用于判断游戏是否正在进行,由于目前还不存在起始界面,所以一开始游戏就开始了 void Awake() { speed = 4; SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; userGui = gameObject.AddComponent <UserGUI>() as UserGUI; director.CurrentSceneController.LoadResource(); judger = gameObject.AddComponent <Judger>() as Judger; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; }
void Awake() { Director director = Director.GetInstance(); director.CurrentSecnController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new MySpace.CharacterController[6]; //judgeCtr.leftCoasrCtr = leftCoasrCtr; //judgeCtr.rightCoastCtr = rightCoastCtr; //judgeCtr.boatCtr = boatCtr; LoadResources(); }
void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new ChaCon[6]; loadResources(); actionManager = gameObject.AddComponent <MySceneActionManager>() as MySceneActionManager; //judger = gameObject.AddComponent<Judger>() as Judger; judger = Judger.getInstance(); }
void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new MyCharacterController[6]; camera = GameObject.Find("Main Camera"); camera.transform.position = new Vector3(0, 3, -15); loadResources(); }
// public CCActionManager actionManager; void Awake() { Director director = Director.GetInstance(); director.CurrentScenceController = this; director.CurrentScenceController.LoadResources(); userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; for (int i = 0; i < max; i++) { position[i] = new Vector3(4 - 2 * i, 4 - 2 * i, -7); } }
void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new MyCharacterController[6]; loadResources(); actionCounter = 0; next.boataction = BoatAction.P; next.isRight = true; }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneControllor = this; df = Singleton <DiskFactory> .Instance; sr = gameObject.AddComponent <ScoreRecorder> () as ScoreRecorder; ima = gameObject.AddComponent <ActionManagerAdapter>() as IActionManager; ug = gameObject.AddComponent <UserGUI>() as UserGUI; rc = gameObject.AddComponent <RoundControllor> () as RoundControllor; t = speed; }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; diskFactory = Singleton <DiskFactory> .Instance; scoreRecorder = Singleton <ScoreRecorder> .Instance; userGui = gameObject.AddComponent <UserGUI>() as UserGUI; trial = 0; round = 1; speed = 2f; }