コード例 #1
0
ファイル: VW_GameLoop.cs プロジェクト: lazyninjacat/mylevelup
    // Use this for initialization
    void Start()
    {
        // Grab the master and the controller
        MAS_GameLoop tempMaster = (MAS_GameLoop)COM_Director.GetMaster("MAS_GameLoop");

        controller = (CON_GameLoop)tempMaster.GetController("CON_GameLoop");

        if (controller == null)
        {
            Debug.Log("LOOP: controller was NULL!!!!");
        }
        else
        {
            Debug.Log("LOOP: controller is GOOD!");
        }

        // Hide the empty playlist panel
        playlistEmptyPanel.SetActive(false);


        // Get the total round count for this play list
        totalRoundCount = controller.GetRoundCount();
        playIndex       = ZERO_INDEX;
        loopIterations  = STARTING_ITERATION;
        passLocked      = controller.IsPassLocked();
        maxIterations   = controller.GetIterationNumber();
        customTexture1  = new Texture2D(XY_DIMENSION, XY_DIMENSION);
        customTexture2  = new Texture2D(XY_DIMENSION, XY_DIMENSION);
        customTexture3  = new Texture2D(XY_DIMENSION, XY_DIMENSION);


        Debug.Log(string.Format("Pass locked is {0} and loop iterations are {1} and infinite loop is {2}", passLocked, maxIterations, infiniteLoop));

        Debug.Log("VW: Total round count is " + totalRoundCount.ToString());

        if (totalRoundCount == 0)
        {
            playlistEmptyPanel.SetActive(true);
        }
        else if (passLocked && frontLocked)
        {
            Debug.Log("PAUSE THEN CONTINUE COROUTINE START");
            StartCoroutine(PauseThenContinue());
        }
        else
        {
            Debug.Log("UPDATING BAR");
            UpdateProgressBar(0);
            Debug.Log("BAR UPDATED! ACTIVATING CANVASSES");

            ActivateDeactivateCanvass(controller.GetPlayEntry(playIndex).type_id);
        }


        ResetRoundListCount();
        UpdateProgressBar(CalculateRoundsTillReward());


        Debug.Log("Game Loop View STARTED!");
    }
コード例 #2
0
 public CON_GameLoop(MasterClass newMaster) : base(newMaster)
 {
     master = (MAS_GameLoop)newMaster;
 }