Inheritance: MonoBehaviour
コード例 #1
0
    private void Awake()
    {
        m_InGameCamera = Camera.main.GetComponentOrFail <InGameCamera>();

        m_Rigidbody2D = this.GetComponentOrFail <Rigidbody2D>();
        m_Collider2D  = this.GetComponentOrFail <BoxCollider2D>();
        m_FlagBearer  = this.GetComponentOrFail <FlagBearer>();
    }
コード例 #2
0
        public void updateToCamera(InGameCamera camera, int frame)
        {
            if (Count == 0)
            {
                return;
            }

            float batchSize = Count / subDivide;
            float drawFrame = frame % subDivide;
            float start     = batchSize * drawFrame;
            float end       = start + batchSize;

            for (float i = start; i < end; i++)
            {
                camera.checkToDraw(this[(int)i]);
            }
        }
コード例 #3
0
    protected override void Init()
    {
        // Usually we'd have RaceManager to be DontDestroyOnLoad to preserve the stage index and increment it over races
        // but we currently use a self-contained scene system with no DontDestroyOnLoad (except PlayerInputGamepad),
        // so on new race start, a new RaceManager appears and auto-detects the stage index from the build index of the
        // current scene. Title scene is 0 and Stage scenes start at index 1, so subtract 1.
        m_CurrentStageIndex = SceneManager.GetActiveScene().buildIndex - 1;

        m_InGameCamera           = Camera.main.GetComponentOrFail <InGameCamera>();
        m_ConfettiParticleSystem = GameObject.FindWithTag(Tags.Confetti).GetComponentOrFail <ParticleSystem>();

#if SET_FLAG_ON_START
        m_FlagTr = GameObject.FindWithTag(Tags.Flag).transform;
#endif
        RegisterRunners();
        RegisterScriptsToRestart();

        // If going from the title menu, some DontDestroyOnLoad PlayerInputGamepad have been preserved from the lobby,
        // and they know the player they should be bound to. Bind control to the matching runner now.
        RegisterAndSetupPlayerInputGamepadControls();

        EvaluateRaceLength();
    }
コード例 #4
0
ファイル: Section.cs プロジェクト: anhlehoang410/Game-2
 public Section()
 {
     camera = new InGameCamera(Vector2.Zero, Res.arrowAnim);
 }
コード例 #5
0
 private void Awake()
 {
     m_InGameCamera = Camera.main.GetComponentOrFail <InGameCamera>();
 }