コード例 #1
0
ファイル: BattleRole.cs プロジェクト: fiskercui/TestUnity
    // Add delay object.
    public void AddDelayObject(DelayObject delayObj)
    {
        if (LogAction)
        {
            LogMsg("Add delay object : " + delayObj.LogName);
        }

        delayObjects.Add(delayObj);
    }
コード例 #2
0
ファイル: DelayObject.cs プロジェクト: fiskercui/TestUnity
 public SyngeneticDelayGameObject(DelayObject delayObject)
 {
     this.delayObject = delayObject;
 }
コード例 #3
0
    void OnGUI()
    {
        GUILayout.Label("动画" + m_uAnimCount + "个,时间(秒):" + m_fTime + "/" + m_fMaxTime);
        float  fTime   = GUILayout.HorizontalSlider(m_fTime, 0.0f, m_fMaxTime);
        string strTime = fTime.ToString();

        if (!strTime.Contains("."))
        {
            strTime += ".0";
        }
        strTime = GUILayout.TextField(strTime);
        float.TryParse(strTime, out fTime);
        if (Mathf.Abs(fTime - m_fTime) > 0.001f)
        {
            m_bPlaying    = false;
            m_fTime       = fTime;
            m_bNeedUpdate = true;
        }
        if (m_bPlaying)
        {
            if (GUILayout.Button("停止"))
            {
                m_bPlaying = false;
            }
        }

        else
        {
            if (GUILayout.Button("播放"))
            {
                m_bPlaying = true;
            }
        }
        if (GUILayout.Button("选中物体延迟到当前时间播放"))
        {
            UnityEngine.Object[] selectobj = Selection.objects;
            foreach (UnityEngine.Object obj in selectobj)
            {
                if (obj is GameObject)
                {
                    GameObject gameObject = (GameObject)obj;
                    bool       bFind      = false;
                    foreach (DelayObject exist in m_ListDelayObject)
                    {
                        if (exist.m_GameObject == gameObject)
                        {
                            exist.m_fDelayTime = m_fTime;
                            bFind = true;
                            break;
                        }
                    }
                    if (!bFind)
                    {
                        DelayObject delay = new DelayObject();
                        delay.m_GameObject = gameObject;
                        delay.m_fDelayTime = m_fTime;
                        m_ListDelayObject.Add(delay);
                    }
                    m_bNeedUpdate = true;
                }
            }
        }
    }