コード例 #1
0
 public virtual void Interact(FloatObject currentPlayerHealth, Observer playerHealthObserver)
 {
     Debug.Log("Current run time value before: " + currentPlayerHealth.runTimeValue);
     currentPlayerHealth.runTimeValue = currentPlayerHealth.maxRunTimeValue;
     Debug.Log("Current run time value after resting: " + currentPlayerHealth.runTimeValue);
     playerHealthObserver.Raise();
 }
コード例 #2
0
 //生成飘字
 public void UF_AddFloat(IUIUpdate ui)
 {
     if (ui != null)
     {
         ui.rectTransform.SetParent(this.transform);
         ui.rectTransform.localPosition = Vector3.zero;
         ui.rectTransform.localScale    = Vector3.one;
         //重新计算各个飘字浮动位置
         FloatObject floatword = UF_CreateFloat();
         floatword.progress = 0;
         floatword.life     = decayTime;
         floatword.ui       = ui;
         if (mListFloat.Count > 0)
         {
             mListFloat.Add(default(FloatObject));
             for (int k = mListFloat.Count - 1; k > 0; k--)
             {
                 mListFloat [k] = mListFloat [k - 1];
                 Vector3 directPos = mListFloat [k].directPos;
                 mListFloat [k].progress  = 0;
                 mListFloat [k].directPos = new Vector3(directPos.x, directPos.y + space, directPos.z);
                 mListFloat [k].sourcePos = mListFloat [k].ui.rectTransform.localPosition;
             }
             mListFloat [0] = floatword;
         }
         else
         {
             mListFloat.Add(floatword);
         }
     }
 }
コード例 #3
0
        private void Start()
        {
            // get the components on the object we need ( should not be null due to require component so no need to check )
            agent     = GetComponentInChildren <UnityEngine.AI.NavMeshAgent>();
            character = GetComponent <ThirdPersonCharacter>();

            agent.updateRotation = false;
            agent.updatePosition = true;

            floatingObject = GameObject.Find("Player").GetComponent <FloatObject>();
            level_slider   = scare_level_UI.GetComponent <ScareLevel>();
            audio_source   = GetComponent <AudioSource>();

            agent.SetDestination(targets[0].position);
        }
コード例 #4
0
    void HandlePlayerReachObserveAngle(ObserveAngle observable)
    {
        StopAllCoroutines();

        if (observable.playerReachCameraTransform.GetComponent <CamTriggerBackButtonTag>() != null)
        {
            OnCameraChangeTriggerBackButton();
        }
        cameraRig.transform.position = observable.playerReachCameraTransform.position;
        cameraRig.transform.rotation = observable.playerReachCameraTransform.rotation;
        currentView = observable.playerReachCameraTransform.gameObject;

        FloatObject floatObject = observable.GetComponent <FloatObject>();

        if (floatObject != null)
        {
            StartCoroutine(FollowCamCo(observable.playerReachCameraTransform));
        }
    }
コード例 #5
0
 // Use this for initialization
 void Start()
 {
     floatObject = FindObjectOfType <FloatObject>();
 }