void Start( ) { MyFishGenerator = GameMain.Singleton.FishGenerator; GameMain.EvtFishInstance += Handle_Change; GameMain.EvtFishClear += Handle_Resumme; //Debug.Log( "inStart"); }
protected override void OnMouseClicked() { base.OnMouseClicked(); if (LevelManager.GetI().isStart) { LevelManager.GetI().isStart = false; return; } foreach (Fish fish in FishGenerator.GetI().fishList) { fish.Die(); } FishGenerator.GetI().fishCount = 0; }
public override void OnInspectorGUI() { FishGenerator fishGen = (FishGenerator)target; if (DrawDefaultInspector()) { if (fishGen.autoUpdate) { fishGen.GenerateFishes(); } } if (GUILayout.Button("Generator")) { fishGen.GenerateFishes(); } }
public void nextLevel() { if (currentLevel == 0 && isStart) { isStart = false; } else if (currentLevel < levelsCount - 1) { currentLevel++; MusicManager.GetI().SetMusic(levelConfigs[currentLevel].musicID); } else { FishGenerator.GetI().Stop(); } }
// Use this for initialization protected override void Start() { base.Start(); instance = this; fishList = new List <Fish>(); height = Camera.main.scaledPixelHeight; width = Camera.main.scaledPixelWidth; LevelConfig config = LevelManager.GetI().GetConfig(); fishPrefab = config.fishPrefab; fishCount = config.fishCount; maxFishCount = config.maxFishCount; //CreateStartFishes(); }
void Start() { //因为 FishGeneratSetter在Awake处设置 if (FishGenerateNew != null) { FishGenerator fg = mGM.FishGenerator; if (fg == null) { return; } fg.FishGenerateDatas = FishGenerateNew.FishGenerateDatas; fg.FishGenerateUniqueDatas = FishGenerateNew.FishGenerateUniqueDatas; fg.FishQueueData = FishGenerateNew.FishQueueData; fg.Interval_FishGenerate = FishGenerateNew.Interval_FishGenerate; fg.Interval_FishUniqueGenerate = FishGenerateNew.Interval_FishUniqueGenerate; fg.Interval_QueuGenerate = FishGenerateNew.Interval_QueuGenerate; fg.Interval_FlockGenerate = FishGenerateNew.Interval_FlockGenerate; } }
void OnGUI() { if (GUILayout.Button("output fishGenerator data")) { FishGenerator fg = GameMain.Singleton.FishGenerator; int totalFishTypeIndexMap = 0; foreach (Dictionary <int, Fish> dict in fg.FishTypeIndexMap) { if (dict != null) { totalFishTypeIndexMap += dict.Count; } } Debug.Log("totalFishTypeIndexMap =" + totalFishTypeIndexMap); Debug.Log("FishLockable = " + fg.FishLockable.Count); Debug.Log("LeadersAll = " + fg.LeadersAll.Count); Debug.Log("mUniqueFishToGenerate = " + fg.mUniqueFishToGenerate.Count); Debug.Log("SameTypeBombs = " + fg.SameTypeBombs.Count); } }
public override void Go() { var main = GameMain.Singleton; if (main == null) { return; } _fishGenerator = main.FishGenerator; if (_fishGenerator == null) { return; } foreach (var gd in GenData) { StartCoroutine(_Coro_GenerateDelay(gd)); } StartCoroutine(_Coro_TimeCountdown()); StartCoroutine(_Coro_WaitFishAllDie()); }
public FishGeneratConfig[] Configs;//Êý×é¸úArenaType¶ÔÓ¦(Small,Medium,Larger) void Awake() { int curConfigIdx = (int)(GameMain.Singleton.BSSetting.ArenaType_.Val); if (Configs == null || curConfigIdx >= Configs.Length) { return; } FishGenerator fg = GetComponent <FishGenerator>(); if (fg == null) { return; } FishGeneratConfig fgc = Configs[curConfigIdx]; fg.FishGenerateDatas = fgc.FishGenerateDatas; fg.FishGenerateUniqueDatas = fgc.FishGenerateUniqueDatas; fg.FishQueueData = fgc.FishQueueData; //fg.Interval_FishGenerate = fgc.Interval_FishGenerate; //fg.Interval_FishUniqueGenerate = fgc.Interval_FishUniqueGenerate; //fg.Interval_QueuGenerate = fgc.Interval_QueuGenerate; //fg.Interval_FlockGenerate = fgc.Interval_FlockGenerate; int numScreen = GameMain.Singleton.ScreenNumUsing; fg.Interval_FishGenerate.Min = fgc.Interval_FishGenerate.Min / numScreen; fg.Interval_FishGenerate.Max = fgc.Interval_FishGenerate.Max / numScreen; fg.Interval_FishUniqueGenerate.Min = fgc.Interval_FishUniqueGenerate.Min / numScreen; fg.Interval_FishUniqueGenerate.Max = fgc.Interval_FishUniqueGenerate.Max / numScreen; fg.Interval_QueuGenerate.Min = fgc.Interval_QueuGenerate.Min / numScreen; fg.Interval_QueuGenerate.Max = fgc.Interval_QueuGenerate.Max / numScreen; fg.Interval_FlockGenerate.Min = fgc.Interval_FlockGenerate.Min / numScreen; fg.Interval_FlockGenerate.Max = fgc.Interval_FlockGenerate.Max / numScreen; }
public string EditGenerator(FishGenerator item) { string msg = string.Empty; try { if (ModelState.IsValid) { _fishSvc.UpdateGenerator(item); msg = "Generator saved succesfully"; } else { msg = "Data validation not successfull"; } } catch (Exception e) { msg = "Edit Generator. An error has ocurred"; } return(msg); }
public string CreateGenerator([Bind(Exclude = "GeneratorID")] FishGenerator item) { string msg = string.Empty; try { if (ModelState.IsValid) { _fishSvc.CreateGenerator(item); msg = "Generator created succesfully"; } else { msg = "Data validation not successfull"; } } catch (Exception e) { msg = "Create Generator. An error has ocurred"; } return(msg); }
public void StartGenerate(FishGenerator generator) { Generator = generator; IsRun = true; }
void Start() { fishGenerator = GameObject.FindGameObjectWithTag("Respawn").GetComponent <FishGenerator>(); }
public bool InactivateGenerator(FishGenerator item) { return(_fishRepo.InactivateGenerator(item)); }
public bool CreateGenerator(FishGenerator item) { return(_fishRepo.CreateGenerator(item)); }
public bool UpdateGenerator(FishGenerator item) { return(_fishRepo.UpdateGenerator(item)); }
public void SetFishGenerator(FishGenerator _fishGenerator) { fishGenerator = _fishGenerator; }
private void Awake() { fishGenerator = GameObject.FindGameObjectWithTag("Respawn").GetComponent <FishGenerator>(); fishGenerator.wortexes.Add(this); }