コード例 #1
0
 public GameScene(GAME_SCENE_TYPE type, string name)
     :
     base(name)
 {
     mSceneType          = type;
     mCurProcedure       = null;
     mDestroyEngineScene = true;
     mLastProcedureType  = PROCEDURE_TYPE.PT_NONE;
     mDestroyEngineScene = false;
     mSceneProcedureList = new Dictionary <PROCEDURE_TYPE, SceneProcedure>();
     mLastProcedureList  = new List <SceneProcedure>();
     // 创建场景对应的物体,并挂接到场景管理器下
     mSceneObject = UnityUtility.createObject(name, mGameSceneManager.getManagerObject());
     mAudioSource = mSceneObject.GetComponent <AudioSource>();
 }
コード例 #2
0
ファイル: LayoutScript.cs プロジェクト: huai707/Mahjong
    // 创建txUIObject,并且新建GameObject,分配到txUIObject中
    public T createObject <T>(txUIObject parent, string name, bool active = true) where T : txUIObject, new()
    {
        GameObject go = UnityUtility.createObject(name);

        if (parent == null)
        {
            parent = mRoot;
        }
        go.layer = parent.getObject().layer;
        T obj = newUIObject <T>(name, parent, mLayout, go);

        obj.setActive(active);
        go.transform.localScale       = Vector3.one;
        go.transform.localEulerAngles = Vector3.zero;
        go.transform.localPosition    = Vector3.zero;
        return(obj);
    }
コード例 #3
0
    public GameCamera createCamera(string name, GameObject parent = null, bool newCamera = false)
    {
        GameCamera camera = null;
        GameObject obj    = getGameObject(parent, name);

        if (obj == null && newCamera)
        {
            obj = UnityUtility.createObject(name, parent);
        }
        if (obj != null)
        {
            camera = new GameCamera(name);
            camera.init();
            camera.setObject(obj);
            mCameraList.Add(camera.getName(), camera);
        }
        return(camera);
    }
コード例 #4
0
    public Character createCharacter(string name, CHARACTER_TYPE type, int id, bool createNode)
    {
        if (mCharacterList.ContainsKey(name))
        {
            logError("there is a character named : " + name + "! can not create again!");
            return(null);
        }
        if (type == CHARACTER_TYPE.CT_MYSELF)
        {
            if (mMyself != null)
            {
                logError("Myself has exist ! can not create again, name : " + name);
                return(null);
            }
        }
        Character newCharacter = createCharacter(type, name);

        // 如果是玩家自己,则记录下来
        if (type == CHARACTER_TYPE.CT_MYSELF)
        {
            mMyself = newCharacter as CharacterMyself;
        }
        if (newCharacter != null)
        {
            // 将角色挂接到管理器下
            if (createNode)
            {
                GameObject charNode = UnityUtility.createObject(newCharacter.getName(), mManagerObject);
                newCharacter.setObject(charNode);
            }
            newCharacter.setID(id);
            newCharacter.init();
            addCharacterToList(newCharacter);
            UnityUtility.notifyIDUsed(id);
        }
        return(newCharacter);
    }