コード例 #1
0
ファイル: AI_ZhongChui.cs プロジェクト: HuaniuW/myScript
    protected override void ACSkillShowOut()
    {
        print(" dongzuo name shijian **********************ac    " + TXName + "  重锤  ");
        //GetComponent<ShowOutSkill>().ShowOutSkillByName(TXName, true);
        Luoshi();
        //if (!DachuiZhengdi1.activeSelf) DachuiZhengdi1.SetActive(true);
        //if (!DachuiZhengdi2.activeSelf) DachuiZhengdi2.SetActive(true);
        GameObject skillObj = Resources.Load(TX_Zhongchui1Name) as GameObject;
        GameObject skill    = ObjectPools.GetInstance().SwpanObject2(skillObj);

        skill.GetComponent <JN_base>().atkObj = this.gameObject;
        skill.transform.position = Zhongchui1_pos.position;
        skill.transform.parent   = this.gameObject.transform.parent;
        //skill.transform.position = Zhongchui1_pos.position;


        GameObject skillObj2 = Resources.Load(TX_Zhongchui2Name) as GameObject;
        GameObject skill2    = ObjectPools.GetInstance().SwpanObject2(skillObj2);

        skill2.GetComponent <JN_base>().atkObj = this.gameObject;
        skill2.transform.position = Zhongchui2_pos.position;
        skill2.transform.parent   = this.gameObject.transform.parent;

        ObjectEventDispatcher.dispatcher.dispatchEvent(new UEvent(EventTypeName.CAMERA_SHOCK, "z2-0.6"), this);

        //return;
        //GameObject skillObj = Resources.Load(TXName) as GameObject;


        //if (skillObj == null)
        //{
        //    print("  skillObj = null  ");
        //    //Time.timeScale = 0;
        //    return;
        //}
        ////GameObject skill = ObjectPools.GetInstance().SwpanObject2(skillObj);
        //if (skill.GetComponent<LiziJNControl>())
        //{
        //    skill.GetComponent<LiziJNControl>().GetLiziObj().GetComponent<JN_base>().atkObj = this.gameObject;
        //}

        //if (FasheiPointNum == 1)
        //{
        //    skill.transform.position = zidanDian1.position;
        //}
        //else if (FasheiPointNum == 2)
        //{
        //    skill.transform.position = zidanDian2.position;
        //}
        //if (IsNeedSetScaleX)
        //{
        //    skill.transform.localScale = this.gameObject.transform.localScale;
        //}

        //skill.transform.parent = this.gameObject.transform.parent;


        //_gameBody.GetDB().animation.lastAnimationState.timeScale = 0.1f;
        //这里要实现 JNDate 赋值
    }
コード例 #2
0
    void ShowDiandings()
    {
        Remove4Dianding();


        for (int i = 0; i < 4; i++)
        {
            GameObject dianding = ObjectPools.GetInstance().SwpanObject2(Resources.Load(DiandingName) as GameObject);
            dianding.transform.position = new Vector2(DianPos[i].position.x, DianPos[i].position.y + GlobalTools.GetRandomDistanceNums(2));//    DianPos[i].position;
            dianding.GetComponent <JN_base>().atkObj = this.gameObject;
            dianding.GetComponent <JN_Date>().team   = this.GetComponent <JN_Date>().team;
            dianding.GetComponent <RoleDate>().Live  = dianding.GetComponent <RoleDate>().maxLive;
            dianding.GetComponent <TX_Dianding>().GetStart();
            DiandingList.Add(dianding);


            //判断 该位置 是否 已经存在 电钉了
            //if (!IsHasDiandingInPos(i))
            //{
            //    GameObject dianding = ObjectPools.GetInstance().SwpanObject2(Resources.Load(DiandingName) as GameObject);
            //    dianding.transform.position = DianPos[i].position;
            //    dianding.GetComponent<JN_base>().atkObj = this.gameObject;
            //    dianding.GetComponent<JN_Date>().team = this.GetComponent<JN_Date>().team;
            //    dianding.GetComponent<RoleDate>().Live = dianding.GetComponent<RoleDate>().maxLive;
            //    dianding.GetComponent<TX_Dianding>().GetStart();
            //    DiandingList.Add(dianding);
            //}
        }
    }
コード例 #3
0
    protected virtual void ShowACTX(string type, EventObject eventObject)
    {
        //print(type+"  ???????   "+ eventObject.name);
        if (type == EventObject.FRAME_EVENT)
        {
            if (eventObject.name == "ac")
            {
                print("GetZSName>   " + GetZSName + "  ZSName   " + ZSName);
                if (GetZSName == ZSName)
                {
                    ACSkillShowOut();
                }
            }

            if (eventObject.name == "zd" || eventObject.name == "zd2")
            {
                //闪一下点特效
                GameObject shanGuang = ObjectPools.GetInstance().SwpanObject2(Resources.Load("TX_zidan1shan") as GameObject);  //GlobalTools.GetGameObjectByName("TX_zidan1shan");
                shanGuang.transform.position = zidanDian1.position;

                //判断子弹类型 和 动作类型
                //zidan_1   zidan_2
                //zidan_1_1       第三个1 是动作  atk_zd_+ '1'   如果没有就是 1
                //1.普通子弹  2.高速子弹 3.跟踪子弹 4.3连弹  5.直线弹


                //GameObject zidan = ObjectPools.GetInstance().SwpanObject2(Resources.Load(ZDName) as GameObject);
                //zidan.transform.position = zidanDian.position;
                //zidan.transform.localScale = this.transform.localScale;
                //放出子弹 子弹方向   点位置 - 目标位置+ -Y
                //print("发射子弹!!!!!!!!!!!!!!!!!!");
            }
        }
    }
コード例 #4
0
ファイル: AI_ZidanXiaza.cs プロジェクト: HuaniuW/myScript
    //间隔 先后 下砸
    void JianGeXianhouXiaza()
    {
        for (int i = 0; i < intArr.Count; i++)
        {
            GameObject skillObj = Resources.Load(TXName) as GameObject;
            GameObject skill    = ObjectPools.GetInstance().SwpanObject2(skillObj);
            skill.GetComponent <JN_base>().atkObj = this.gameObject;

            //出现位置
            float __x = TLPos.position.x + 1.5f * intArr[i];
            float __y = TLPos.position.y;
            if (i % 2 == 1)
            {
                __y += 1;
                skill.GetComponent <TX_XiazaiZidan>().SetZidanXiazaTime(1);
            }
            else
            {
                skill.GetComponent <TX_XiazaiZidan>().SetZidanXiazaTime(1.5f);
            }

            skill.transform.position = new Vector2(__x, __y);
            skill.transform.parent   = this.gameObject.transform.parent;
        }
    }
コード例 #5
0
ファイル: AIZiDan.cs プロジェクト: HuaniuW/myScript
    protected virtual void ShowACTX(string type, EventObject eventObject)
    {
        //print(type+"  ???????   "+ eventObject.name);
        if (type == EventObject.FRAME_EVENT)
        {
            //print("子弹事件    "+ eventObject.name);
            if (eventObject.name == "zd" || eventObject.name == "zd2")
            {
                //闪一下点特效
                GameObject shanGuang = ObjectPools.GetInstance().SwpanObject2(Resources.Load("TX_zidan1shan") as GameObject);  //GlobalTools.GetGameObjectByName("TX_zidan1shan");
                print(shanGuang + "  ------ ?? " + zidanDian);
                shanGuang.transform.position = zidanDian.position;

                //判断子弹类型 和 动作类型
                //zidan_1   zidan_2
                //zidan_1_1       第三个1 是动作  atk_zd_+ '1'   如果没有就是 1
                //1.普通子弹  2.高速子弹 3.跟踪子弹 4.3连弹  5.直线弹


                GameObject zidan = ObjectPools.GetInstance().SwpanObject2(Resources.Load(ZDName) as GameObject);
                zidan.transform.position   = zidanDian.position;
                zidan.transform.localScale = this.transform.localScale;
                //*************这里如果不加 如果有个 3散弹 的 对象池 就会 无法射击出去 注意************
                zidan.GetComponent <TX_zidan>().IsAtkAuto = true;
                //放出子弹 子弹方向   点位置 - 目标位置+ -Y
                //print("发射子弹!!!!!!!!!!!!!!!!!!");
            }
        }
    }
コード例 #6
0
ファイル: ChiXuShangHai.cs プロジェクト: HuaniuW/myScript
    void DuOver()
    {
        _DuShanghai         = 0;
        _DuShanghaiTimes    = 0;
        _DuJishi            = 0;
        IsDu                = false;
        _CMaxDuChixuShijian = 0;

        if (_DUTXObj)
        {
            _DUTXObj.GetComponent <ParticleSystem>().Stop();
            ObjectPools.GetInstance().DestoryObject2(_DUTXObj.gameObject);
        }


        //print("  持续 毒伤害 结束 !!!! "+ ChixuDuodianTXList.Count);
        if (ChixuDuodianTXList.Count != 0)
        {
            for (int i = ChixuDuodianTXList.Count - 1; i >= 0; i--)
            {
                if (ChixuDuodianTXList[i].name == DuTXName)
                {
                    IshasNameTX = true;
                    ChixuDuodianTXList[i].GetComponent <ParticleSystem>().Stop();
                    ObjectPools.GetInstance().DestoryObject2(ChixuDuodianTXList[i].gameObject);
                    //ChixuDuodianTXList.Remove(ChixuDuodianTXList[i]);
                }
            }
            if (IshasNameTX)
            {
                return;
            }
        }
    }
コード例 #7
0
    void ToziDan()
    {
        if (TX_ZidanFS)
        {
            TX_ZidanFS.Play();
        }
        if (Audio_ZDFS)
        {
            Audio_ZDFS.Play();
        }

        int zidanNums = 2 + GlobalTools.GetRandomNum(MoveZidanNums);

        for (int i = 0; i < zidanNums; i++)
        {
            float __x = 1 + GlobalTools.GetRandomDistanceNums(3);
            __x = this.transform.localScale.x > 0?-__x: __x;
            float   __y = GlobalTools.GetRandomDistanceNums(-3) + GlobalTools.GetRandomDistanceNums(3);
            Vector2 v2  = new Vector2(__x, __y);

            GameObject zidan = ObjectPools.GetInstance().SwpanObject2(Resources.Load(ZidanName) as GameObject);
            zidan.GetComponent <TX_zidan>().CloseAutoFire();
            zidan.GetComponent <Rigidbody2D>().velocity = Vector2.zero;
            zidan.transform.localScale = this.transform.localScale;
            zidan.transform.position   = ZidanFasheiPos.position;
            zidan.GetComponent <Rigidbody2D>().velocity = v2;
        }
    }
コード例 #8
0
ファイル: G_Feixingqi.cs プロジェクト: HuaniuW/myScript
    protected virtual void Boom()
    {
        string     bzName = "TX_HuoyanBaozha_2";
        GameObject baozha = ObjectPools.GetInstance().SwpanObject2(Resources.Load(bzName) as GameObject);

        baozha.transform.position = this.transform.position;
        baozha.name = bzName;
        if (baozha.GetComponent <JN_Date>())
        {
            baozha.GetComponent <JN_Date>().team = this.GetComponent <JN_Date>().team;
        }
        baozha.GetComponent <ParticleSystem>().Play();
        if (GetComponent <Rigidbody2D>())
        {
            GetComponent <Rigidbody2D>().velocity = Vector2.zero;
        }


        string BZSanpianName = "TX_Sanpians_1";
        int    nums          = 10 + GlobalTools.GetRandomNum(14);

        for (int i = 0; i < nums; i++)
        {
            GameObject baozhaSanpian = GlobalTools.GetGameObjectInObjPoolByName(BZSanpianName);
            baozhaSanpian.name = BZSanpianName;
            Vector2 speed = new Vector2(300 - GlobalTools.GetRandomDistanceNums(600), 1000 - GlobalTools.GetRandomDistanceNums(2000));
            speed = new Vector2(speed.x + 200 + GlobalTools.GetRandomDistanceNums(400), speed.y);
            if (GlobalTools.GetRandomNum() > 70)
            {
                speed = new Vector2(-200 - GlobalTools.GetRandomDistanceNums(400), speed.y);
            }
            baozhaSanpian.transform.position = this.transform.position;
            baozhaSanpian.GetComponent <Rigidbody2D>().AddForce(speed);
        }
    }
コード例 #9
0
ファイル: FlyOutObj.cs プロジェクト: HuaniuW/myScript
    public IEnumerator IEDieDestory(float time)
    {
        yield return(new WaitForSeconds(time));

        ObjectPools.GetInstance().DestoryObject2(this.gameObject);
        //this.gameObject.SetActive(false);
    }
コード例 #10
0
ファイル: ChiXuShangHai.cs プロジェクト: HuaniuW/myScript
    void HitTX2(string txName)
    {
        GameObject hitTx = Resources.Load(txName) as GameObject;

        hitTx = ObjectPools.GetInstance().SwpanObject2(hitTx);
        hitTx.transform.position = _gameBody.transform.position;
        hitTx.transform.parent   = _gameBody.transform;
    }
コード例 #11
0
ファイル: JN_hitKuai.cs プロジェクト: HuaniuW/myScript
    //击中特效
    void HitTX(float psScaleX, string txName)
    {
        GameObject hitTx = Resources.Load(txName) as GameObject;

        hitTx = ObjectPools.GetInstance().SwpanObject2(hitTx);
        hitTx.transform.position   = gameBody.transform.position;
        hitTx.transform.localScale = new Vector3(1, 1, psScaleX);
    }
コード例 #12
0
ファイル: UI_ShowPanel.cs プロジェクト: HuaniuW/myScript
 //将 徽章UI存入对象池
 public void RemoveAllSkillHZUI()
 {
     foreach (GameObject o in HZList)
     {
         ObjectPools.GetInstance().DestoryObject2(o);
     }
     HZList.Clear();
 }
コード例 #13
0
ファイル: TX_Dianqiang.cs プロジェクト: HuaniuW/myScript
 void RemoveSelf()
 {
     IsStarting = false;
     print("////*********************************************************************************dianqiang");
     print("////*********************************************************************************dianqiang");
     print("////*********************************************************************************dianqiang 移除");
     //gameObject.SetActive(false);
     ObjectPools.GetInstance().DestoryObject2(this.gameObject);
 }
コード例 #14
0
    void FangDian()
    {
        GameObject dianqiangHeng = ObjectPools.GetInstance().SwpanObject2(Resources.Load(DianQiangName) as GameObject);

        dianqiangHeng.transform.position = new Vector2(DiPos.position.x, DiPos.position.y + 0.6f);
        dianqiangHeng.GetComponent <JN_base>().atkObj = this.GetComponent <JN_base>().atkObj;
        dianqiangHeng.GetComponent <JN_Date>().team   = this.GetComponent <JN_Date>().team;
        dianqiangHeng.GetComponent <TX_Dianqiang>().GetStart();
    }
コード例 #15
0
    protected override void ACSkillShowOut()
    {
        print(" dongzuo name shijian **********************ac    " + TXName);


        //横向子弹  先浮起 然后 直线 朝着 玩家方向

        float nums = GlobalTools.GetRandomNum(4) + 4;


        for (int i = 0; i < nums; i++)
        {
            GameObject skillObj = Resources.Load(TXName) as GameObject;
            GameObject skill    = ObjectPools.GetInstance().SwpanObject2(skillObj);
            skill.GetComponent <JN_base>().atkObj = this.gameObject;

            //出现位置
            float __x = this.transform.position.x - 2 + GlobalTools.GetRandomDistanceNums(4);
            float __y = this.transform.position.y - 1 + GlobalTools.GetRandomDistanceNums(1);

            skill.transform.position = new Vector2(__x, __y);
            skill.transform.parent   = this.gameObject.transform.parent;
        }



        //GetComponent<ShowOutSkill>().ShowOutSkillByName(TXName, true);

        //GameObject skillObj = Resources.Load(TXName) as GameObject;



        //GameObject skill = ObjectPools.GetInstance().SwpanObject2(skillObj);
        //if (skill.GetComponent<LiziJNControl>())
        //{
        //    skill.GetComponent<LiziJNControl>().GetLiziObj().GetComponent<JN_base>().atkObj = this.gameObject;
        //}

        //if (FasheiPointNum == 1)
        //{
        //    skill.transform.position = zidanDian1.position;
        //}
        //else if (FasheiPointNum == 2)
        //{
        //    skill.transform.position = zidanDian2.position;
        //}
        //if (IsNeedSetScaleX)
        //{
        //    skill.transform.localScale = this.gameObject.transform.localScale;
        //}



        //_gameBody.GetDB().animation.lastAnimationState.timeScale = 0.1f;
        //这里要实现 JNDate 赋值
    }
コード例 #16
0
    public IEnumerator IEDestory(float time)
    {
        //Debug.Log("time   "+time);
        //yield return new WaitForFixedUpdate();
        yield return(new WaitForSeconds(time));

        print("  ---->xiecheng dis Self!!!  ");
        //this.gameObject.SetActive(false);
        ObjectPools.GetInstance().DestoryObject2(this.gameObject);
    }
コード例 #17
0
ファイル: JN_base.cs プロジェクト: HuaniuW/myScript
 void GetKuai(JN_Date jn_date, Vector3 _position)
 {
     hitKuai = Resources.Load("jn_fk") as GameObject;
     hitKuai = ObjectPools.GetInstance().SwpanObject2(hitKuai);
     hitKuai.transform.parent = this.transform;
     //指定 碰撞块位置
     hitKuai.transform.position = _position;
     //指定 特效方向
     hitKuai.transform.localScale = new Vector3(jn_date._scaleW, jn_date._scaleW, hitKuai.transform.localScale.z);
 }
コード例 #18
0
ファイル: AIKillPlayerAC.cs プロジェクト: HuaniuW/myScript
    public IEnumerator ShowOutTxtBar(float time)
    {
        yield return(new WaitForSeconds(time));

        GameObject _cBar    = ObjectPools.GetInstance().SwpanObject2(Resources.Load("TalkBar2") as GameObject);
        Vector2    _talkPos = GetComponent <GameBody>().GetTalkPos();
        string     _msg     = ChaoFengStrArr[GlobalTools.GetRandomNum(ChaoFengStrArr.Length)];

        _cBar.GetComponent <UI_talkBar>().ShowTalkText(_msg, _talkPos, 1.5f);
    }
コード例 #19
0
    //一秒后 出 独白

    void Dubais()
    {
        string     _msg     = "很好!你表现令人惊喜";
        GameObject _cBar    = ObjectPools.GetInstance().SwpanObject2(Resources.Load("TalkBar2") as GameObject);
        Vector2    _talkPos = GetComponent <GameBody>().GetTalkPos();

        //_cBar.GetComponent<UI_talkBar>().
        //print("我是boss!!!!  boss 的 独白  是什么??       " + _msg);
        _cBar.GetComponent <UI_talkBar>().ShowTalkText(_msg, _talkPos, 4);
    }
コード例 #20
0
ファイル: TXConBase.cs プロジェクト: HuaniuW/myScript
 void OnEnable()
 {
     //this.transform.localEulerAngles = _localEulerAngles;
     //print("this.transform.localEulerAngles     "+ this.transform.localEulerAngles);
     //print("this.transform.name      " + this.transform.name+ "   _localEulerAngles   "+ _localEulerAngles+ " this.transform.localRotation " + this.transform.localRotation);
     if (isRadomZ)
     {
         RadomZ();
     }
     StartCoroutine(ObjectPools.GetInstance().IEDestory2ByTime(this.gameObject, disTime));
 }
コード例 #21
0
    void JishiDisSelf()
    {
        if (DisSelfByTimes == 0)
        {
            return;
        }


        if (TX_lizi1 && TX_lizi1.isStopped)
        {
            if (TX_lizi1)
            {
                TX_lizi1.loop = true;
            }
            if (TX_lizi2)
            {
                TX_lizi2.loop = true;
            }
            ObjectPools.GetInstance().DestoryObject2(this.gameObject);
        }

        DisSelfJishi += Time.deltaTime;
        if (DisSelfJishi >= DisSelfByTimes)
        {
            DisSelfJishi = 0;
            print("removeSelf!!!!");
            //if (GetComponent<ParticleSystem>())
            //{
            //    GetComponent<ParticleSystem>().loop = false;
            //}
            //if (GetComponentInChildren<ParticleSystem>())
            //{
            //    GetComponentInChildren<ParticleSystem>().loop = false;
            //}


            if (TX_lizi1)
            {
                TX_lizi1.loop = false;
            }
            if (TX_lizi2)
            {
                TX_lizi2.loop = false;
            }

            if (TX_lizi1 == null)
            {
                ObjectPools.GetInstance().DestoryObject2(this.gameObject);
            }

            //ObjectPools.GetInstance().DestoryObject2(this.gameObject);
            //ObjectPools.GetInstance().IEDestory2ByTime(this.gameObject,0.2f);
        }
    }
コード例 #22
0
ファイル: Map_JijiaControl.cs プロジェクト: HuaniuW/myScript
    void DBMoves()
    {
        if (Air_DB_List[0].transform.position.x <= LeftPos.position.x - Air_DB_List[0].GetComponent <DB_AirBase>().GetWidth() - 20)
        {
            ObjectPools.GetInstance().DestoryObject2(Air_DB_List[0]);
            //Air_DB_List[0].gameObject.SetActive(false);
            Air_DB_List.RemoveAt(0);

            GetJingAndPosByJingName(JingNamesList2[GlobalTools.GetRandomNum(JingNamesList2.Count)]);
        }
    }
コード例 #23
0
ファイル: Plot_playByStr.cs プロジェクト: HuaniuW/myScript
 void TimeTalkBarCallBack(float nums)
 {
     if (IsStopPlayerControl)
     {
         HitKuaiStop();
     }
     talkBar = ObjectPools.GetInstance().SwpanObject2(Resources.Load("TalkBar") as GameObject);
     talkBar.GetComponent <UI_talkBar>().ShowTalkText(_talkContent, _talkPos, _distime);
     IsSHowTalkBar = false;
     //GetComponent<TheTimer>().TimesAdd(1f, TimeTalkBarCallBack2);
 }
コード例 #24
0
ファイル: BeHit.cs プロジェクト: HuaniuW/myScript
    //击中特效
    void Bloods(float psScaleX)
    {
        //print("fx:   "+psScaleX);
        GameObject blood = Resources.Load("BloodSplatCritical2D1") as GameObject;

        blood = ObjectPools.GetInstance().SwpanObject2(blood);
        blood.transform.position   = this.transform.position;
        blood.transform.localScale = new Vector3(1, 1, psScaleX);

        StartCoroutine(ObjectPools.GetInstance().IEDestory2ByTime(blood, 0.5f));
    }
コード例 #25
0
ファイル: JN_base.cs プロジェクト: HuaniuW/myScript
    //显示碰撞方块  开始是将碰撞块放进特效 和特效一起 但是移动会导致 碰撞快 连续撞击 所以动态调用
    void ShowHitFK()
    {
        GameObject hitFK = ObjectPools.GetInstance().SwpanObject2(Resources.Load("hit_fk") as GameObject);

        hitFK.GetComponent <HitKuai>().GetTXObj(this.gameObject, false, sacaleX);
        hitFK.transform.localScale = new Vector3(jn_date.hitKuaiSW, jn_date.hitKuaiSH, 1);
        Vector3 nv3 = new Vector3(this.transform.position.x - sacaleX * jn_date.hitKuai_xdx, this.transform.position.y + jn_date.hitKuai_xdy, this.transform.position.z);

        hitFK.transform.position = nv3;
        //print("动态创建碰撞快------------->hitFK pos  "+nv3);
    }
コード例 #26
0
    void Fire()
    {
        if (FireAudio)
        {
            FireAudio.Play();
        }
        GameObject zidan = ObjectPools.GetInstance().SwpanObject2(Resources.Load(BulletName) as GameObject);

        zidan.transform.position = BulletShotPot.position;
        zidan.GetComponent <TX_zidan>().IsAtkAuto = true;
    }
コード例 #27
0
ファイル: DD_Base.cs プロジェクト: HuaniuW/myScript
    public virtual void RemoveSelf()
    {
        if (TX_LaixiJinggao)
        {
            ObjectPools.GetInstance().DestoryObject2(TX_LaixiJinggao);
        }

        //移除自己
        StartCoroutine(ObjectPools.GetInstance().IEDestory2ByTime(this.gameObject, 0));
        ResetAll();
    }
コード例 #28
0
    public IEnumerator ShowOutTxtBar(float time)
    {
        yield return(new WaitForSeconds(time));

        GameObject _cBar    = ObjectPools.GetInstance().SwpanObject2(Resources.Load("TalkBar2") as GameObject);
        Vector2    _talkPos = GetComponent <GameBody>().GetTalkPos();

        CHAOFENGMSG = "";
        string _msg = CHAOFENGMSG;

        _cBar.GetComponent <UI_talkBar>().ShowTalkText(_msg, _talkPos, 1.5f);
    }
コード例 #29
0
    void DieBZ()
    {
        CXTX_Dianding.Stop();
        //GlobalTools.GetGameObjectByName
        GameObject bz1 = ObjectPools.GetInstance().SwpanObject2(Resources.Load(TX_BZName) as GameObject);

        bz1.transform.position = BZPos1.position;

        GameObject bz2 = ObjectPools.GetInstance().SwpanObject2(Resources.Load(TX_BZName) as GameObject);

        bz2.transform.position = BZPos2.position;
    }
コード例 #30
0
    void SetZiDanSpeed(Vector2 speedV2)
    {
        //GameObject _zidan = GlobalTools.GetGameObjectByName("JG_zidanUp");
        GameObject zidan   = Resources.Load("JG_zidanUp") as GameObject;
        GameObject zidanUp = ObjectPools.GetInstance().SwpanObject2(zidan);

        //zidanUp.GetComponent<TX_zidan>().IsCanHit = false;
        zidanUp.transform.position = ZiDanPenShePos.position;
        //zidanUp.GetComponent<TX_zidan>().IsCanHit = true;
        zidanUp.GetComponent <TX_zidan>().SetV2Speed(speedV2);
        zidanUp.GetComponent <TX_zidan>().GetSpeedV2();
    }