// Update is called once per frame void Update() { if (score > highScore) { highScore = score; } gameText.text = "Lives: " + lives.ToString() + " | Score: " + score.ToString("0000") + " | High Score: " + highScore.ToString("0000"); if (displayGameOver) { SceneTraversal.LoadCredits(); restartText.text = "Game Over\nPress R to Restart"; } // check if player died and respawn if (player == null && lives > 0) { player = Instantiate(playerPrefab, new Vector2(0, -4), Quaternion.identity); lives--; } if ((player == null && lives == 0) || numEnemies == 0 && !displayGameOver) { gameOver(); } if (Input.GetKeyDown(KeyCode.R)) { SceneManager.LoadScene(SceneManager.GetActiveScene().name); } }
void Start () { var sceneTraversal = new SceneTraversal(); Debug.Log("Enumerate root game objects:"); foreach (var gameObject in sceneTraversal.RootNodes()) { Debug.Log(gameObject.name); } Debug.Log("Get parent game object:"); var parentGameObject = GameObject.Find("L2.B").Parent(); Debug.Log(parentGameObject.name); Debug.Log("Get root game object:"); var rootGameObject = GameObject.Find("L2.B").RootObject(); Debug.Log(rootGameObject.name); Debug.Log("Enumerate children:"); foreach (var childGameObject in GameObject.Find("L1.B").Children()) { Debug.Log(childGameObject.name); } Debug.Log("Enumerate scene (pre-order):"); foreach (var gameObject in sceneTraversal.PreOrderHierarchy()) { Debug.Log(gameObject.name); } Debug.Log("Enumerate scene (post-order):"); foreach (var gameObject in sceneTraversal.PreOrderHierarchy()) { Debug.Log(gameObject.name); } Debug.Log("Enumerate descendents (all game objects in a sub-tree):"); foreach (var descendentGameObject in GameObject.Find("L1.B").Descendents()) { Debug.Log(descendentGameObject.name); } Debug.Log("Enumerate ancestors of a game object:"); foreach (var ancestorGameObject in GameObject.Find("L3.B").Ancestors()) { Debug.Log(ancestorGameObject.name); } }
private IEnumerator ReturnEvent() { while (true) { yield return(new WaitForSeconds(5f)); // wait half a second SceneTraversal.LoadStart(); } }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Alpha1)) { LoadMain(); } if (Input.GetKeyDown(KeyCode.Alpha2)) { SceneTraversal.LoadStart(); } if (Input.GetKeyDown(KeyCode.Alpha3)) { SceneTraversal.LoadCredits(); } }
void Start() { var sceneTraversal = new SceneTraversal(); var sceneQuery = new SceneQuery(); // // Traverse root objects. // var rootObjects = sceneTraversal.RootNodes(); Debug.Log("Root game objects: " + string.Join(", ", rootObjects.Select(go => go.name).ToArray())); // // Traverse all scene objects. // var allObjects = sceneTraversal.PreOrderHierarchy(); Debug.Log("All game objects: " + string.Join(", ", allObjects.Select(go => go.name).ToArray())); // // Find first object in scene named Cube. // var singleCube = sceneQuery.SelectOne("Cube"); Debug.Log("Found cube: " + singleCube.name + " (#" + (uint)singleCube.GetInstanceID() + ")"); // // Find all objects named cube // var cubes = sceneQuery.SelectAll("cUbE"); // Note case-insensitivity. Debug.Log("Found cubes: " + string.Join(", ", cubes.Select(c => c.name).ToArray())); // // Find all objects that start with 'sphere'. // var spheres = sceneQuery.SelectAll("?sphere"); Debug.Log("Found spheres: " + string.Join(", ", spheres.Select(s => s.name).ToArray())); // // Find all objects on a particular layer. // var gameObjectsOnLayer = sceneQuery.SelectAll(".MyTestLayer"); Debug.Log("Found game objects by layer: " + string.Join(", ", gameObjectsOnLayer.Select(go => go.name).ToArray())); // // Find all objects that are tagged. // var taggedGameObjects = sceneQuery.SelectAll(".MyTestTag"); Debug.Log("Found game objects by tag: " + string.Join(", ", taggedGameObjects.Select(go => go.name).ToArray())); // // Find exact object in hierarcy. // var exactGameObject = sceneQuery.SelectOne("/Parent/Sphere3/Cube"); Debug.Log("Found exact game object: " + exactGameObject.name); // // Find a game object some where under a particular parent. // var gameObjectSomewhereUnderParent = sceneQuery.SelectOne("Parent>Cube"); Debug.Log("Found game object some where under parent: " + gameObjectSomewhereUnderParent.name); // // Traverse child game objects under a particular parent. // var childObjects = sceneTraversal.Children(sceneQuery.SelectOne("Parent")); Debug.Log("Children: " + string.Join(", ", childObjects.Select(go => go.name).ToArray())); // // Traverse all descendents under a particular parent. // var descendentObjects = sceneTraversal.Descendents(sceneQuery.SelectOne("Parent")); Debug.Log("Decendents: " + string.Join(", ", descendentObjects.Select(go => go.name).ToArray())); // // Traverse all ancestor in the hierarchy above a particular game object. // var ancestorsObjects = sceneTraversal.Ancestors(sceneQuery.SelectOne("Parent/Sphere3/Cube")); Debug.Log("Ancestors: " + string.Join(", ", ancestorsObjects.Select(go => go.name).ToArray())); // // Find all game objects directly under a particular parent. // var gameObjectsUnderParent = sceneQuery.SelectAll("Parent/Cube"); Debug.Log("All game objects under a particular parent: " + string.Join(", ", gameObjectsUnderParent.Select(go => go.name).ToArray())); // // Find all nested game objects somewhere under a particular parent. // var gameObjectsNestedUnderParent = sceneQuery.SelectAll("Parent > Cube"); Debug.Log("All game objects nested somewhere under a particular parent: " + string.Join(", ", gameObjectsNestedUnderParent.Select(go => go.name).ToArray())); // // Find all objects by name and layer. // var gameObjectsByNameAndLayer = sceneQuery.SelectAll("Cube.MyTestLayer"); Debug.Log("Found game objects by name and layer: " + string.Join(", ", gameObjectsByNameAndLayer.Select(go => go.name).ToArray())); // // Use quotes to find games object with spaces in the name. // var gameObjectWithSpacesInName = sceneQuery.SelectOne("\"Something with a space in the name\""); Debug.Log("Used quotes to find a game object with spaces in a name: " + gameObjectWithSpacesInName.name); }