// Use this for initialization void Start() { // GameObject bullet = GameObject.Instantiate<GameObject>(bulletPrefab); // bullet.transform.position GameObject plane = GameObject.Instantiate <GameObject>(planePrefab); plane.transform.position = new Vector3(0f, 0f, 70f); _gameStatus = GameStatus.ing; _scenceStatus = ScenceStatus.waiting; _uerInterface = GameScenceController.getGSController() as IUserInterface; _queryStatus = GameScenceController.getGSController() as IQueryStatus; _changeScore = GameScenceController.getGSController() as IScore; }
// Update is called once per frame void Update() { _gameStatus = _queryStatus.queryGameStatus(); _scenceStatus = _queryStatus.queryScenceStatus(); if (_gameStatus == GameStatus.ing) { if (_scenceStatus == ScenceStatus.waiting && Input.GetKeyDown("space")) { _uerInterface.sendDisk(); } if (_scenceStatus == ScenceStatus.shooting && Input.GetMouseButtonDown(0)) { Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition); RaycastHit hit; if (Physics.Raycast(ray, out hit) && hit.collider.gameObject.tag == "Disk") { _uerInterface.destroyDisk(hit.collider.gameObject); _Score.addScore(); } } } else { //reset if (Input.GetKeyDown("space")) { if (_gameStatus == GameStatus.load) { _controller.setGameStatus(GameStatus.ing); } else { _controller.setGameStatus(GameStatus.load); _Score.reset(); Debug.Log("reseting"); } } } }
public void setScenceStatus(ScenceStatus _scenceStatus) { this._scenceStatus = _scenceStatus; }