/// <summary> /// Constructor for the Platform Class /// </summary> /// /// <param name="gameTime">Provides a snapshot of timing values.</param> public Platform(platformType Type, Vector2 Position) { position = Position; switch (Type) { case platformType.Block: texture = Game1.content.Load <Texture2D>(@"Level\Block"); break; case platformType.Floor: texture = Game1.content.Load <Texture2D>(@"Level\Floor"); break; case platformType.Platform: texture = Game1.content.Load <Texture2D>(@"Level\Platform"); break; default: System.Console.WriteLine("Platform texture Not loaded Properly"); break; } type = Type; boundingBox = new Rectangle((int)position.X, (int)position.Y, texture.Width, texture.Height); updateBoundingBox(); }
// Use this for initialization void Start() { #if UNITY_EDITOR platform = platformType.PC; #elif UNITY_ANDROID || UNITY_IPHONE platform = platformType.MOBILE; #endif basePostion = this.transform.position; Input.multiTouchEnabled = true;//开启多点触碰 init(); }
public static bool CreateNewSettings(string apiKey, string gameVersion, platformType platform, bool onDevelopmentMode, string domainKey, DebugLevel debugLevel = DebugLevel.Off, bool allowTokenRefresh = false) { settingsInstance = Resources.Load <LootLockerConfig>("Config/LootLockerConfig"); if (settingsInstance == null) { settingsInstance = CreateInstance <LootLockerConfig>(); } settingsInstance.apiKey = apiKey; settingsInstance.game_version = gameVersion; settingsInstance.platform = platform; settingsInstance.developmentMode = onDevelopmentMode; settingsInstance.currentDebugLevel = debugLevel; settingsInstance.allowTokenRefresh = allowTokenRefresh; settingsInstance.domainKey = domainKey; return(true); }
public FileHandler() { platform = platformType.Windows; LoadLoggerConfig(); }
/// <summary> /// Need to use an instance of the FileHandler object for reasons such as: /// Xamarin didn't like the static methods. /// </summary> /// <param name="type"></param> public FileHandler(platformType type = platformType.Windows) { platform = type; }