Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        blood = GameObject.Find("Canvas/Blood").GetComponent <textset>();
        score = GameObject.Find("Canvas/Score").GetComponent <sroceset>();

        GameObject tmp = Resources.Load("Cube2") as GameObject;
    }
    // Use this for initialization
    void Start()
    {
        blood = GameObject.Find("Canvas/Blood").GetComponent <textset>();
        score = GameObject.Find("Canvas/Score").GetComponent <sroceset>();

        //GameObject tmp = Resources.Load("Cube2")as GameObject;
        GameObject obj1 = GameObject.CreatePrimitive(PrimitiveType.Cube);

        obj1.transform.position   = new Vector3(-1, -2, 0);
        obj1.transform.localScale = new Vector3(3.86415f, 0.5569274f, 1);
        obj1.name = "Cube2";

        //obj1.renderer.material.mainTexture = (Texture) Resources.Load("")
    }
Esempio n. 3
0
    //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]);*/
    }
 // Use this for initialization
 void Start()
 {
     blood = GameObject.Find("Canvas/Blood").GetComponent <textset>();
     score = GameObject.Find("Canvas/Score").GetComponent <sroceset>();
 }
Esempio n. 5
0
    //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]);
        }
    }
 // Use this for initialization
 void Start()
 {
     blood = GameObject.Find("Canvas/Text").GetComponent <textset>();
 }