コード例 #1
0
    public void MakeDamage(float damage)
    {
        if (DamageMeter.instance.isActive)
        {
            DamageMeter.instance.damage += damage;
        }

        if (ShipsController.instance.doubleDamageActive)
        {
            damage = damage * 2f;
        }
        if (health <= damage)
        {
            if (isActive)
            {
                isActive = false;
                destroyWithPointsAction.Invoke();
                RemoveFromExpObjList();
            }
        }
        else
        {
            health -= damage;
            StartCoroutine(DamageAnimation());

            string      audioEffectPoolPath = "Prefabs/AudioEffects/hitEffect";
            GameObject  audioEffectObj      = ObjectsPool.PullObject(audioEffectPoolPath);
            AudioEffect audioEffect         = audioEffectObj.GetComponent <AudioEffect> ();
            audioEffect.poolPath = audioEffectPoolPath;
            audioEffect.StartEffect();
        }
    }
コード例 #2
0
    void RelocatePosition()
    {
        string     path   = "Prefabs/Effects/warp";
        GameObject expObj = ObjectsPool.PullObject(path);
        Effect     exp    = expObj.GetComponent <Effect>();

        exp.poolPath           = path;
        exp.transform.position = this.transform.position;
        exp.main.Play();
        exp.DestoyOverTime(exp.main.main.duration);



        int random = Random.Range(0, 3);

        if (random == 0)
        {
            ship.explodeObject.explodeTransform.position = SpawnerController.instance.topElusiveSpawner.GetRandomPositionInWorld();
        }
        else if (random == 1)
        {
            ship.explodeObject.explodeTransform.position = SpawnerController.instance.topLeftElusiveSpawner.GetRandomPositionInWorld();
        }
        else if (random == 2)
        {
            ship.explodeObject.explodeTransform.position = SpawnerController.instance.topRightElusiveSpawner.GetRandomPositionInWorld();
        }



        GeneratePath();
        ship.movementController.PathByPointsRebind();
    }
コード例 #3
0
    void SpawnMines()
    {
        int   bulletsCount        = 8;
        float bulletLerpPathPart  = 1f / (float)bulletsCount;
        float bulletsLerpPosition = 0;

        float minX      = Camera.main.ScreenToWorldPoint(SpawnerController.instance.bottomSpawner.leftTop.position).x;
        float maxX      = Camera.main.ScreenToWorldPoint(SpawnerController.instance.bottomSpawner.rightTop.position).x;
        float positionY = Camera.main.ScreenToWorldPoint(SpawnerController.instance.bottomSpawner.rightTop.position).y;

        for (int i = 0; i < bulletsCount; i++)
        {
            mineTimer.SetTimer(ship.explodeObject.damageHealthParam.spawnTime2);
            string        path             = "Prefabs/Airships/bullets/race_" + ship.explodeObject.raceType.ToString() + "/mine";
            GameObject    bulletObj        = ObjectsPool.PullObject(path);
            Transform     spawnerTransform = ship.GetRandomSpawner();
            ExplodeObject bulletExpObj     = bulletObj.GetComponent <ExplodeObject> ();
            bulletExpObj.explodeTransform.position = spawnerTransform.position;
            bulletExpObj.poolPath = path;
            ShipsController.instance.explodeObjects.Add(bulletExpObj);
            bulletExpObj.DefaultAwake();
            bulletExpObj.directionPosition = Vector3.Lerp(new Vector3(minX, positionY, 0), new Vector3(maxX, positionY, 0), bulletsLerpPosition);
            bulletExpObj.directionVector   = bulletExpObj.directionPosition - bulletExpObj.explodeTransform.position;
            bulletExpObj.directionVector.Normalize();
            bulletExpObj.SetAngle();

            bulletsLerpPosition += bulletLerpPathPart;
        }
    }
コード例 #4
0
    public ExplodeObject SpawnShip(int race, int type, int expObjType)
    {
        string expObjTypeString = "";

        if (expObjType == Cannon.leftBullet)
        {
            expObjTypeString = "leftShips";
        }
        else if (expObjType == Cannon.rightBullet)
        {
            expObjTypeString = "rightShips";
        }
        else if (expObjType == Cannon.allBullet)
        {
            expObjTypeString = "allShips";
        }


        string     poolPath = "Prefabs/Airships/" + expObjTypeString + "/race_" + race.ToString() + "/ship_" + type.ToString();
        GameObject newObj   = ObjectsPool.PullObject(poolPath);


        ExplodeObject expObj = newObj.GetComponent <ExplodeObject> ();

        expObj.ExplodeObjectAwake();
        expObj.poolPath = poolPath;
        explodeObjects.Add(expObj);
        return(expObj);
    }
コード例 #5
0
    public void SetRightCannon(int id)
    {
        if (rightCannon != null)
        {
            ObjectsPool.PushObject(rightCannon.poolPath, rightCannon.gameObject);
        }
        string     poolPath = "Prefabs/Cannons/type_" + id.ToString() + "/right";
        GameObject cannon   = ObjectsPool.PullObject(poolPath);

        rightCannon               = cannon.GetComponent <Cannon> ();
        rightCannon.poolPath      = poolPath;
        cannon.transform.position = rightCannonTransform.position;

        string cannonKey = Cannon.rightBullet.ToString() + "_" + id.ToString();

        LevelController.instance.currentRightButtonKey = cannonKey;
        if (LevelController.instance.cannonButtonsStatus.ContainsKey(cannonKey))
        {
            LevelController.instance.cannonButtonsStatus [cannonKey] = true;
        }
        else
        {
            LevelController.instance.cannonButtonsStatus.Add(cannonKey, true);
        }
    }
コード例 #6
0
ファイル: Ship.cs プロジェクト: drweavil/SpaceGuards
 public void SetSoundEffect()
 {
     if (type != 7 && type != 8 && type != 9)
     {
         string audioEffectPoolPath = "";
         if (
             type == 1 ||
             type == 2 ||
             type == 3 ||
             type == 6)
         {
             int expIndex = Random.Range(0, 5);
             audioEffectPoolPath = "Prefabs/AudioEffects/Explodes/exp" + expIndex.ToString();
         }
         else if (type == 4 || type == 5)
         {
             int expIndex = Random.Range(0, 4);
             audioEffectPoolPath = "Prefabs/AudioEffects/Explodes/texp" + expIndex.ToString();
         }
         GameObject  audioEffectObj = ObjectsPool.PullObject(audioEffectPoolPath);
         AudioEffect audioEffect    = audioEffectObj.GetComponent <AudioEffect> ();
         audioEffect.poolPath = audioEffectPoolPath;
         audioEffect.StartEffect();
     }
 }
コード例 #7
0
    public void BulletTriangleSpawn()
    {
        if (bulletTimer.TimeIsOver())
        {
            string bulletPath = "";
            if (cannonType == leftBullet)
            {
                bulletPath = PoolPath.cannonBulletTriangleLeft;
            }
            else if (cannonType == rightBullet)
            {
                bulletPath = PoolPath.cannonBulletTriangleRight;
            }
            GameObject newObj = ObjectsPool.PullObject(bulletPath);

            Vector3 bulletDirection = cannonBulletSpawner.position - cannonCore.position;
            bulletDirection.Normalize();
            newObj.transform.position = cannonBulletSpawner.position;
            Bullet bullet = newObj.GetComponent <Bullet> ();
            bullet.poolPath        = bulletPath;
            bullet.directionVector = bulletDirection;
            bullet.BulletAwake();
            bullet.bulletType = cannonType;

            bulletTimer.SetTimer(damageHealthParam.spawnTime);

            /*string audioEffectPoolPath = "Prefabs/AudioEffects/Cannons/type_3";
             * GameObject audioEffectObj = ObjectsPool.PullObject (audioEffectPoolPath);
             * AudioEffect audioEffect = audioEffectObj.GetComponent<AudioEffect> ();
             * audioEffect.poolPath = audioEffectPoolPath;
             * audioEffect.StartEffect ();*/
        }
    }
コード例 #8
0
    public void ShipActive()
    {
        if (ship.explodeObject.isActive)
        {
            /*if (bulletTimer.TimeIsOver ()) {
             *      SpawnBullets ();
             * }*/
            ship.movementController.TranslateByPointsPath();
            if (mineTimer.TimeIsOver())
            {
                SpawnMines();
            }

            if (torpedoTimer.TimeIsOver())
            {
                torpedoTimer.SetTimer(ship.explodeObject.damageHealthParam.spawnTime3);
                string        path             = "Prefabs/Airships/bullets/race_" + ship.explodeObject.raceType.ToString() + "/torpedo";
                GameObject    bulletObj        = ObjectsPool.PullObject(path);
                Transform     spawnerTransform = ship.GetRandomSpawner();
                ExplodeObject bulletExpObj     = bulletObj.GetComponent <ExplodeObject> ();
                bulletExpObj.explodeTransform.position = spawnerTransform.position;
                bulletExpObj.poolPath = path;
                ShipsController.instance.explodeObjects.Add(bulletExpObj);
                bulletExpObj.DefaultAwake();
            }
        }
    }
コード例 #9
0
    public void MineSpawnBullet()
    {
        if (bulletTimer.TimeIsOver())
        {
            string bulletPath = "";
            if (cannonType == leftBullet)
            {
                if (isShatter)
                {
                    bulletPath = PoolPath.cannonBulletMineShatterLeft;
                }
                else
                {
                    bulletPath = PoolPath.cannonBulletMineLeft;
                }
            }
            else if (cannonType == rightBullet)
            {
                if (isShatter)
                {
                    bulletPath = PoolPath.cannonBulletMineShatterRight;
                }
                else
                {
                    bulletPath = PoolPath.cannonBulletMineRight;
                }
            }


            GameObject newObj = ObjectsPool.PullObject(bulletPath);

            Vector3 bulletDirection = cannonBulletSpawner.position - cannonCore.position;
            bulletDirection.Normalize();
            newObj.transform.position = cannonBulletSpawner.position;
            Bullet bullet = newObj.GetComponent <Bullet> ();
            bullet.poolPath        = bulletPath;
            bullet.directionVector = bulletDirection;
            bullet.BulletAwake();
            bullet.bulletType = cannonType;

            /*string effectPath = "Prefabs/Effects/mineSpawnEffect";
             * GameObject effectObj = ObjectsPool.PullObject(effectPath);
             * effectObj.transform.position = cannonBulletSpawner.position;
             * Effect effect = effectObj.GetComponent<Effect> ();
             * effect.poolPath = effectPath;
             * effect.main.Play ();
             * effect.DestoyOverTime (effect.main.main.duration);*/
            spawnEffect.Play();

            bullet.speed = damageHealthParam.bulletSpeed;
            bulletTimer.SetTimer(damageHealthParam.spawnTime);

            /*string audioEffectPoolPath = "Prefabs/AudioEffects/Cannons/type_2";
             * GameObject audioEffectObj = ObjectsPool.PullObject (audioEffectPoolPath);
             * AudioEffect audioEffect = audioEffectObj.GetComponent<AudioEffect> ();
             * audioEffect.poolPath = audioEffectPoolPath;
             * audioEffect.StartEffect ();*/
        }
    }
コード例 #10
0
    public void DefaultTrippleSpawnBullet()
    {
        if (bulletTimer.TimeIsOver())
        {
            string bulletPath = "";
            if (cannonType == leftBullet)
            {
                bulletPath = PoolPath.cannonBulletDefaultLeft;
            }
            else if (cannonType == rightBullet)
            {
                bulletPath = PoolPath.cannonBulletDefaultRight;
            }
            GameObject newBullet       = ObjectsPool.PullObject(bulletPath);
            Vector3    bulletDirection = cannonBulletSpawner.position - cannonCore.position;
            bulletDirection.Normalize();
            newBullet.transform.position = cannonBulletSpawner.position;
            Bullet bullet = newBullet.GetComponent <Bullet> ();
            bullet.poolPath        = bulletPath;
            bullet.directionVector = bulletDirection;
            bullet.BulletAwake();
            bullet.bulletType = cannonType;

            GameObject newBulletLeft       = ObjectsPool.PullObject(bulletPath);
            Vector3    bulletDirectionLeft = cannonBulletLeftSpawner.position - cannonBulletCoreLeft.position;
            bulletDirectionLeft.Normalize();
            newBulletLeft.transform.position = cannonBulletLeftSpawner.position;
            Bullet bulletLeft = newBulletLeft.GetComponent <Bullet> ();
            bulletLeft.poolPath        = bulletPath;
            bulletLeft.directionVector = bulletDirectionLeft;
            bulletLeft.BulletAwake();
            bulletLeft.bulletType = cannonType;

            GameObject newBulletRight       = ObjectsPool.PullObject(bulletPath);
            Vector3    bulletDirectionRight = cannonBulletRightSpawner.position - cannonBulletCoreRight.position;
            bulletDirectionRight.Normalize();
            newBulletRight.transform.position = cannonBulletRightSpawner.position;
            Bullet bulletRight = newBulletRight.GetComponent <Bullet> ();
            bulletRight.poolPath        = bulletPath;
            bulletRight.directionVector = bulletDirectionRight;
            bulletRight.BulletAwake();
            bulletRight.bulletType = cannonType;

            foreach (ParticleSystem effect in spawnEffects)
            {
                effect.Play();
            }

            bulletTimer.SetTimer(damageHealthParam.spawnTime);

            /*string audioEffectPoolPath = "Prefabs/AudioEffects/Cannons/type_1";
             * GameObject audioEffectObj = ObjectsPool.PullObject (audioEffectPoolPath);
             * AudioEffect audioEffect = audioEffectObj.GetComponent<AudioEffect> ();
             * audioEffect.poolPath = audioEffectPoolPath;
             * audioEffect.StartEffect ();*/
        }
    }
コード例 #11
0
    public void BulletMineTrigger(ExplodeObject expObj)
    {
        if (Cannon.CheckSuitability(expObj.objectType, bullet.bulletType))
        {
            if (!explodeTimerActive)
            {
                explodeTimer.SetTimer(explodeTime);
                explodeTimerActive = true;
                StartCoroutine(explodeTimer.ActionAfterTimer(() => {
                    foreach (ExplodeObject obj in bullet.triggeredExplodeObject)
                    {
                        if (obj.gameObject.activeInHierarchy)
                        {
                            if (Cannon.CheckSuitability(obj.objectType, bullet.bulletType))
                            {
                                obj.MakeDamage(bullet.damageHealthParams.damage);
                            }
                        }
                    }

                    string effectPath = "";
                    if (isShutterMine)
                    {
                        effectPath = "Prefabs/Effects/bullet2ExplodeShatter";
                    }
                    else
                    {
                        effectPath = "Prefabs/Effects/bullet2Explode";
                    }
                    Vector3 bulletPosition       = bullet.transform.position;
                    GameObject effectObj         = ObjectsPool.PullObject(effectPath);
                    effectObj.transform.position = bulletPosition;
                    Effect effect   = effectObj.GetComponent <Effect> ();
                    effect.poolPath = effectPath;
                    effect.main.Play();
                    effect.DestoyOverTime(effect.main.main.duration);

                    if (isShutterMine)
                    {
                        string shatterPath = "Prefabs/Bullets/bullet2ShatterPart";
                        for (int i = 0; i < shattersCount; i++)
                        {
                            GameObject shatter = ObjectsPool.PullObject(shatterPath);
                            //Debug.Log(bullet.transform.position);
                            shatter.transform.position = bulletPosition;
                            Bullet sbullet             = shatter.GetComponent <Bullet> ();
                            sbullet.poolPath           = shatterPath;
                            sbullet.BulletAwake();
                            sbullet.bulletType = bullet.bulletType;
                        }
                    }

                    ObjectsPool.PushObject(bullet.poolPath, this.gameObject);
                }));
            }
        }
    }
コード例 #12
0
ファイル: Torpedo.cs プロジェクト: drweavil/SpaceGuards
    void DestroyAction()
    {
        string     path   = "Prefabs/Effects/explode";
        GameObject expObj = ObjectsPool.PullObject(path);
        Effect     exp    = expObj.GetComponent <Effect>();

        exp.poolPath           = path;
        exp.transform.position = this.transform.position;
        exp.DestoyOverTime(exp.main.main.duration);
    }
コード例 #13
0
    public void SpawnCannonBox(int cannonType)
    {
        string     path   = "Prefabs/Boxes/cannonBox_" + cannonType.ToString();
        GameObject boxObj = ObjectsPool.PullObject(path);
        Box        box    = boxObj.GetComponent <Box> ();

        box.expObject.poolPath = path;
        box.expObject.ExplodeObjectAwake();
        explodeObjects.Add(box.expObject);
    }
コード例 #14
0
    public void SpawnAbilityBox(int boxID)
    {
        string     path   = "Prefabs/Boxes/abilityBox_" + boxID.ToString();
        GameObject boxObj = ObjectsPool.PullObject(path);
        Box        box    = boxObj.GetComponent <Box> ();

        box.expObject.poolPath = path;
        box.expObject.ExplodeObjectAwake();
        explodeObjects.Add(box.expObject);
    }
コード例 #15
0
    void DestroyEffect()
    {
        GameObject expEffectObj = ObjectsPool.PullObject("Prefabs/Effects/explode");

        expEffectObj.transform.position = expObject.explodeTransform.position;
        Effect expEffect = expEffectObj.GetComponent <Effect> ();

        expEffect.main.Play();
        expEffect.poolPath = "Prefabs/Effects/explode";
        expEffect.DestoyOverTime(expEffect.main.main.duration);
    }
コード例 #16
0
ファイル: Ship.cs プロジェクト: drweavil/SpaceGuards
    public void BossExplodeSound()
    {
        int bossType = type - 6;

        string      audioEffectPoolPath = "Prefabs/AudioEffects/Explodes/race_" + explodeObject.raceType.ToString() + "_boss_" + bossType.ToString();
        GameObject  audioEffectObj      = ObjectsPool.PullObject(audioEffectPoolPath);
        AudioEffect audioEffect         = audioEffectObj.GetComponent <AudioEffect> ();

        audioEffect.poolPath = audioEffectPoolPath;
        audioEffect.StartEffect();
    }
コード例 #17
0
    public void SpawnBoss(int race, int type)
    {
        string     poolPath = "Prefabs/Airships/bosses/race_" + race.ToString() + "_boss_" + type.ToString();
        GameObject newObj   = ObjectsPool.PullObject(poolPath);


        ExplodeObject expObj = newObj.GetComponent <ExplodeObject> ();

        expObj.ExplodeObjectAwake();
        expObj.poolPath = poolPath;
        explodeObjects.Add(expObj);
    }
コード例 #18
0
ファイル: ArmorShip.cs プロジェクト: drweavil/SpaceGuards
    public void ShipActiveAction()
    {
        if (ship.movementController.objectGetRound && !chargeMode)
        {
            SetChargeMode();
        }


        if (!chargeMode && ship.explodeObject.isActive && !ship.explodeObject.isFreeze)
        {
            if (bulletTimer.TimeIsOver())
            {
                bulletTimer.SetTimer(ship.explodeObject.damageHealthParam.spawnTime);
                string        path             = "Prefabs/Airships/bullets/race_" + ship.explodeObject.raceType.ToString() + "/defaultArmor";
                GameObject    bulletObj        = ObjectsPool.PullObject(path);
                Transform     spawnerTransform = ship.GetRandomSpawner();
                ExplodeObject bulletExpObj     = bulletObj.GetComponent <ExplodeObject> ();
                bulletExpObj.explodeTransform.position = spawnerTransform.position;
                bulletExpObj.poolPath = path;
                ShipsController.instance.explodeObjects.Add(bulletExpObj);
                bulletExpObj.DefaultAwake();
            }

            if (mineTimer.TimeIsOver())
            {
                mineTimer.SetTimer(ship.explodeObject.damageHealthParam.spawnTime2);
                string        path             = "Prefabs/Airships/bullets/race_" + ship.explodeObject.raceType.ToString() + "/mine";
                GameObject    mineObj          = ObjectsPool.PullObject(path);
                Transform     spawnerTransform = ship.GetRandomSpawner();
                ExplodeObject mineExpObj       = mineObj.GetComponent <ExplodeObject> ();
                mineExpObj.explodeTransform.position = spawnerTransform.position;
                mineExpObj.poolPath = path;
                ShipsController.instance.explodeObjects.Add(mineExpObj);
                mineExpObj.DefaultAwake();
            }
        }



        if (chargeMode)
        {
            ship.movementController.TranslateByLerpPath(ship.explodeObject.damageHealthParam.chargePathTime);
        }
        else
        {
            ship.movementController.TranslateByPointsPath();
        }
    }
コード例 #19
0
    public void DestroyPart()
    {
        string     path   = "Prefabs/Effects/bullet2ExplodeShatter";
        GameObject expObj = ObjectsPool.PullObject(path);
        Effect     exp    = expObj.GetComponent <Effect>();

        exp.poolPath           = path;
        exp.transform.position = this.transform.position;
        exp.DestoyOverTime(exp.main.main.duration);



        this.gameObject.SetActive(false);

        polinomial.TryDestroy();
    }
コード例 #20
0
ファイル: Ship.cs プロジェクト: drweavil/SpaceGuards
 public void Tier2ShipActive()
 {
     movementController.TranslateByStandartPath();
     if (spawnBulletTimer.TimeIsOver() && explodeObject.isActive && !explodeObject.isFreeze)
     {
         spawnBulletTimer.SetTimer(explodeObject.damageHealthParam.spawnTime);
         string        path             = "Prefabs/Airships/bullets/race_" + explodeObject.raceType.ToString() + "/default";
         GameObject    bulletObj        = ObjectsPool.PullObject(path);
         Transform     spawnerTransform = GetRandomSpawner();
         ExplodeObject bulletExpObj     = bulletObj.GetComponent <ExplodeObject> ();
         bulletExpObj.explodeTransform.position = spawnerTransform.position;
         bulletExpObj.poolPath = path;
         ShipsController.instance.explodeObjects.Add(bulletExpObj);
         bulletExpObj.DefaultAwake();
     }
 }
コード例 #21
0
 void Update()
 {
     if (parallaxSpawnTimer.TimeIsOver())
     {
         int    parallaxID = Random.Range(0, (int)(typeof(BackgroundController).GetField("planet_" + planetID.ToString() + "_maximum_parallax").GetValue(null)) + 1);
         string path       = "Prefabs/Backgrounds/planet_" + planetID + "/Parallax/parallax_" + parallaxID.ToString();
         //Debug.Log (path);
         for (int i = 0; i < Random.Range(1, 3); i++)
         {
             GameObject     newParallaxObject = ObjectsPool.PullObject(path);
             ParallaxObject parallaxObject    = newParallaxObject.GetComponent <ParallaxObject> ();
             parallaxObject.poolPath = path;
             float positionZ = parallaxObject.objectTransform.position.z;
             if (currentSystem.upToDown)
             {
                 parallaxObject.objectTransform.position = SpawnerController.instance.parallaxSpawnerTop.GetRandomPositionInWorld();
             }
             else
             {
                 parallaxObject.objectTransform.localScale = new Vector3(parallaxObject.objectTransform.localScale.x, parallaxObject.objectTransform.localScale.y * -1, parallaxObject.objectTransform.localScale.z);
                 parallaxObject.objectTransform.position   = SpawnerController.instance.parallaxSpawnerBottom.GetRandomPositionInWorld();
             }
             parallaxObject.objectTransform.position = new Vector3(
                 parallaxObject.objectTransform.position.x,
                 parallaxObject.objectTransform.position.y,
                 positionZ
                 );
             parallaxObject.speed = currentSystem.speed * 1.5f;
             if (currentSystem.upToDown)
             {
                 parallaxObject.speed = parallaxObject.speed * -1f;
             }
             parallaxSpawnTimer.SetTimer(Random.Range(minimumTime, maximumTimer));
             parallaxObject.frameRate = 0;
         }
     }
 }
コード例 #22
0
ファイル: ShipTorpedo.cs プロジェクト: drweavil/SpaceGuards
 public void ShipActiveAction()
 {
     //if (readyToTranslate) {
     if (ship.movementController.objectOnPathEnd)
     {
         currentPhase += 1;
         if (currentPhase == 1)
         {
             Phase1();
             if (ship.explodeObject.isActive)
             {
                 string        path       = "Prefabs/Airships/bullets/race_" + ship.explodeObject.raceType.ToString() + "/torpedo";
                 GameObject    torpedoObj = ObjectsPool.PullObject(path);
                 ExplodeObject torpedo    = torpedoObj.GetComponent <ExplodeObject> ();
                 torpedo.explodeTransform.position = ship.GetRandomSpawner().position;
                 torpedo.poolPath = path;
                 torpedo.ExplodeObjectAwake();
                 ShipsController.instance.explodeObjects.Add(torpedo);
             }
         }
         else if (currentPhase == 2)
         {
             Phase2();
         }
         else if (currentPhase == 3)
         {
             Phase0();
             currentPhase = 0;
         }
     }
     else
     {
         ship.movementController.TranslateByStandartPath();
     }
     //}
 }