private void Start() { sceneController = SSDirector.getInstance().currentScenceController as FirstSceneController; }
void Start() { sceneController = (myGameObject)SSDirector.getInstance().currentSceneController; }
void Start() { action = SSDirector.getInstance().currentScenceController as UserAction; blood = 5; }
private void Start() { action = SSDirector.getInstance().currentSceneController as IUserAction; }
protected void Start() { scene = (RoundController)SSDirector.getInstance().currentScenceController; scene.actionManager = this; }
void Start() { UserAcotionController = SSDirector.getInstance().currentScenceController as UserAction; }
// Use this for initialization void Start() { action = SSDirector.getInstance().getCurrentSceneController() as IUserAction; }
public void GameOver() { SSDirector.getInstance().GameOver(); }
public void GameOver() { SSDirector.getInstance().NextScene(); }
protected new void Start() { sceneController = (MainController)SSDirector.getInstance().currentSceneController; sceneController.actionManager = this; }
// Use this for initialization void Start() { sceneController = (myGameObject)SSDirector.getInstance().currentSceneController; sceneController.actionManager = this; }
// Use this for initialization void Start() { s1 = SSDirector.getInstance(); s1.setModel(this); load(); }
private void Start() { sceneController = (SceneController)SSDirector.getInstance().currentScenceController; diskFactory = sceneController.factory; }
// Use this for initialization void Start() { action = SSDirector.getInstance().currentSceneController as ISceneController; sceneController = Singleton <FirstSceneController> .Instance; }
public void Judge() { int left_d = 0, left_p = 0, right_d = 0, right_p = 0; // Debug.Log("Judge"); foreach (GameObject element in LeftObject) { if (element.tag == "Priest") { left_p++; } if (element.tag == "Devil") { left_d++; } } foreach (GameObject element in RightObject) { if (element.tag == "Priest") { right_p++; } if (element.tag == "Devil") { right_d++; } } for (int i = 0; i < 2; i++) { if (boat[i] != null && boat_obj.transform.parent == leftShore_obj.transform)//船在左岸 { if (boat[i].tag == "Priest") { left_p++; } else { left_d++; } } if (boat[i] != null && boat_obj.transform.parent == rightShore_obj.transform)//船在右岸 { if (boat[i].tag == "Priest") { right_p++; } else { right_d++; } } } if ((left_d > left_p && left_p != 0) || (right_d > right_p && right_p != 0)) { SSDirector.getInstance().state = State.LOSE; //恶魔数量大于牧师数量,游戏失败 } else if (right_d == right_p && right_d == 3) //全过河,赢了 { //Debug.Log(right_d); SSDirector.getInstance().state = State.WIN; } }
// Use this for initialization void Start() { SSDirector s1 = SSDirector.getInstance(); }
public RoleModelController() { userAction = SSDirector.getInstance().currentSceneController as IUserAction; }
protected new void Start() { sceneController = (FirstSceneController)SSDirector.getInstance().current; sceneController.actionManager = this; factory = Singleton <UFOFactory> .Instance; }
void Start() { userAction = SSDirector.getInstance().currentSceneController as UserAction; }
public void Start() { sceneController = (ShootController)SSDirector.getInstance().currentScenceController; }
void Start() { sceneController = SSDirector.getInstance().currentScenceController as FirstController; action = (FirstController)SSDirector.getInstance().currentScenceController as IUserAction; player = sceneController.player; }
protected void Start() { sceneController = (FirstSceneController)SSDirector.getInstance().currentSceneController; sceneController.actionManager = this; disks = Singleton <DiskFactory> .Instance; }