//private int HP = 100; void Start() { blood = GameObject.Find("Canvas/blood").GetComponent <textset>(); score = GameObject.Find("Canvas/score").GetComponent <scoreset>(); coin = GameObject.Find("Canvas/coin").GetComponent <coinset>(); normal_brick = (GameObject)Resources.Load("Prefab/normal_brick"); break_brick = (GameObject)Resources.Load("Prefab/break_brick"); slide_left_brick = (GameObject)Resources.Load("Prefab/left_brick"); slide_right_brick = (GameObject)Resources.Load("Prefab/right_brick"); hurt_brick = (GameObject)Resources.Load("Prefab/hurt_brick"); spring_brick = (GameObject)Resources.Load("Prefab/spring_brick"); break_brick_anim = (GameObject)Resources.Load("Prefab/break_brick_anim"); bullet_explore_anim = (GameObject)Resources.Load("Prefab/green_bullet_anim"); // Gold Coins GC = (GameObject)Resources.Load("Prefab/GoldCoin"); isGoldAway = false; RealGC = Instantiate(GC) as GameObject; RealGC.transform.localScale = new Vector3(0.55f, 0.55f, 0.8f); RealGC.name = "GoldCoin"; GameObject AI_robot = (GameObject)Resources.Load("Prefab/monster"); GameObject airobot = Instantiate(AI_robot); airobot.transform.localScale = new Vector3(1.5f, 1.5f, 1.0f); airobot.transform.position = new Vector3(6.0f, 0, 0); airobot.name = "AI"; boards = new ArrayList(); bullet = new ArrayList(); bulletmovdirection = new ArrayList(); bomb = new ArrayList(); bombtime = new ArrayList(); currentHeight = MAXHEIGHT; AddBoards(1); /*str = File.ReadAllLines(@"C:\Users\yyr\Desktop\comdown3.4\score.txt", Encoding.ASCII); * pre = new int[10]; * for (int i = 0; i < 10; i++) * int.TryParse(str[i], out pre[i]);*/ }
//private int HP = 100; void Start() { forcetool = GetComponent <Force_watcher>();//liao's change for better animation rigidbody_obj = GetComponent <Rigidbody>(); is_run = false; is_jumping = false; ready_to_jump = false; jump_count = 0; left_on = false; right_on = false; blood = GameObject.Find("Canvas/blood").GetComponent <textset>(); score = GameObject.Find("Canvas/score").GetComponent <scoreset>(); coin = GameObject.Find("Canvas/coin").GetComponent <coinset>(); camera_ = GameObject.Find("Main Camera").GetComponent <CameraShake>(); normal_brick = (GameObject)Resources.Load("Prefab/normal_brick"); break_brick = (GameObject)Resources.Load("Prefab/break_brick"); slide_left_brick = (GameObject)Resources.Load("Prefab/left_brick"); slide_right_brick = (GameObject)Resources.Load("Prefab/right_brick"); hurt_brick = (GameObject)Resources.Load("Prefab/hurt_brick"); spring_brick = (GameObject)Resources.Load("Prefab/spring_brick"); bloodscreen = (GameObject)Resources.Load("Prefab/BloodScreen"); break_brick_anim = (GameObject)Resources.Load("Prefab/break_brick_anim"); bullet_explore_anim = (GameObject)Resources.Load("Prefab/green_bullet_anim"); airobot_text = new GameObject("airobot_text", typeof(Text)); // Gold Coins GC = (GameObject)Resources.Load("Prefab/GoldCoin"); isGoldAway = true; // RealGC = Instantiate (GC) as GameObject; //RealGC.transform.localScale = new Vector3 (0.55f, 0.55f, 0.8f); // RealGC.name = "GoldCoin"; // Magic Potions MP = (GameObject)Resources.Load("Prefab/MagicPotion"); // Flag of SubHp. ready_to_subHp = false; NumberOfMP = 0; isMP1Away = true; isMP2Away = true; // RealMP1 = Instantiate (MP) as GameObject; // RealMP2 = Instantiate (MP) as GameObject; // RealMP1.transform.localScale = new Vector3 (0.2f, 0.2f, 2.0f); // RealMP2.transform.localScale = new Vector3 (0.2f, 0.2f, 2.0f); // RealMP1.name = "MagicPotionOne"; // RealMP2.name = "MagicPotionTwo"; boards = new ArrayList(); bullet = new ArrayList(); bulletmovdirection = new ArrayList(); bomb = new ArrayList(); bombtime = new ArrayList(); framearray = new ArrayList(); breakarray = new ArrayList(); currentHeight = MAXHEIGHT; AddBoards(1); filepath = Application.dataPath + "/StreamingAssets" + "/score.txt"; str = File.ReadAllLines(filepath); pre = new int[10]; for (int i = 0; i < 10; i += 1) { int.TryParse(str[2 * i + 1], out pre[i]); } }