コード例 #1
0
        public void load()
        {
            GameObject[] objects = GameObject.FindObjectsOfType <GameObject> ();
            foreach (GameObject o in objects)
            {
                if (!o.tag.Equals("MainCamera") && !o.tag.Equals("Player") && !o.tag.Equals("Shadow") && o.layer != 5)
                {
                    o.SetActive(false);
                    Destroy(o);
                }
            }
            GameObject _prefab = Resources.Load <GameObject> ("Tiles/" + levelName);

            Debug.Log(_prefab);
            GameObject gridBgPrefab = (GameObject)Instantiate(_prefab, new Vector3(0f, 0f, 0f), Quaternion.identity);

            GameObject.Find("Character").transform.position = start;
            int index = 0;

            if (GameObject.Find("Character").GetComponent <PlayerScript> ().shadows [0].GetComponent <SpriteAnim> ().loops > 0)
            {
                index = 1;
            }
            foreach (GameObject shadow in GameObject.Find("Character").GetComponent <PlayerScript> ().shadows)
            {
                shadow.GetComponent <SpriteRenderer> ().sprite = GameObject.Find("Character").GetComponent <PlayerScript> ().shadows [index].GetComponent <SpriteRenderer> ().sprite;
            }
            GameObject.Find("Character").GetComponent <PlayerScript> ().trail.Clear();
            int triangle_head = 0;

            for (int i = 0; i < this.objects.Length; i++)
            {
                if (this.objects[i] == "triangle pair")
                {
                    //spawn the triangles
                    GameObject obj         = Resources.Load <GameObject>("Prefabs/triangle");
                    GameObject obj2        = Resources.Load <GameObject>("Prefabs/triangle2");
                    triangle   a_triangle  = Instantiate(obj, this.triangle_locations[triangle_head], new Quaternion(0, 0, 0, 0)).gameObject.GetComponent <triangle>();
                    triangle2  a_triangle2 = Instantiate(obj2, this.triangle_locations[triangle_head + 1], new Quaternion(0, 0, 0, 0)).gameObject.GetComponent <triangle2>();
                    a_triangle.sibling  = a_triangle2;
                    a_triangle2.sibling = a_triangle;
                    triangle_head      += 2; // set the triangle head up
                }
                else                         // not instantiating a triangle
                {
                    GameObject obj = Resources.Load <GameObject> (this.objects[i]);
                    Instantiate(obj);
                    obj.transform.position = locations[i];
                }
            }
        }
コード例 #2
0
 // Update is called once per frame
 void Update()
 {
     if (this.sibling.gameObject.activeSelf == false)
     {
         wait--;
         if (wait <= 0)            // create a new one
         {
             Vector3 val = this.transform.position + new Vector3(rnd.Next(-6, 6), rnd.Next(-6, 6), 0);
             sibling         = Instantiate(other_triangle, val, new Quaternion(0, 0, 0, 0)).gameObject.GetComponent <triangle2>();
             sibling.sibling = this;
         }
     }
     else
     {
         wait = 5;
     }
 }
コード例 #3
0
 return(!(Cross(triangle1, triangle2) || Cross(triangle2, triangle1)));