コード例 #1
0
    //public static ArrayList ContentList = new ArrayList() ;

    public void setContent(string selected)
    {
        Toggle Content_Ele = GameObject.Find("Content_" + selected).transform.GetComponentsInChildren <Toggle>()[0];

        Debug_Log.Call_WriteLog(Content_Ele.isOn, "点击" + selected.toString(), "Unity");

        ArrayList ContentList = new ArrayList();

        Assets.Script.ReadIniPar ReadIniPargetParme = Assets.Script.getPar.getParme();
        ArrayList bContent = new ArrayList(ReadIniPargetParme.Content.Split(','));

        if (!System.String.IsNullOrEmpty(ReadIniPargetParme.Content))///如果读取到值了就赋值
        {
            ContentList = bContent;
        }

        // TrainTime = selected;
        if (ContentList.Contains(selected) && !Content_Ele.isOn)
        {
            ContentList.Remove(selected);
        }
        else if (!ContentList.Contains(selected) && Content_Ele.isOn)
        {
            ContentList.Add(selected);
        }
        string str = string.Join(",", (string[])ContentList.ToArray(typeof(string)));

        Assets.Script.MyIni ini = new Assets.Script.MyIni();
        ini.WriteIniContent("GameContent", "Content", str);


        //转换成数组

        //string strdddd = string.Join(",", (string[])ContentList.ToArray(typeof(string)));
        Debug_Log.Call_WriteLog("setContent=" + str, selected.toString(), "Unity");
        Debug.Log(selected);



        //if (selected)
        //{

        //}
        //else {
        //}
    }
コード例 #2
0
ファイル: MyIni.cs プロジェクト: zhangtingfeng/unity3dGame
        public static ReadIniPar getParme()
        {
            ReadIniPar ddReadIniPardd = new ReadIniPar();

            #region 获取参数
            //获取ini文件

            int   LengthofTime = 0;
            int   speed        = 0;
            MyIni ini          = new MyIni();
            //获取Ini文件Time类型下的time对应的数值
            LengthofTime = ini.ReadIniContent("GameContent", "LengthofTime").toInt32(); ///SelectTrainTime
            speed        = ini.ReadIniContent("GameContent", "Speed").toInt32();        ///SelectTrainDifficulty
            string strContent = ini.ReadIniContent("GameContent", "Content");
            #endregion 获取参数
            ddReadIniPardd.LengthofTime = LengthofTime;
            ddReadIniPardd.speed        = speed;
            ddReadIniPardd.Content      = strContent;
            Debug_Log.Call_WriteLog(ddReadIniPardd, "读取的strpersistentDataPath", "Unity");


            return(ddReadIniPardd);
        }
コード例 #3
0
ファイル: move.cs プロジェクト: zhangtingfeng/unity3dGame
    // Use this for initialization
    void Start()
    {
        try
        {
            Cursor.visible = false;

            Assets.Script.ReadIniPar ReadIniPargetParme = Assets.Script.getPar.getParme();

            int intAllNum = 200;
            switch (ReadIniPargetParme.LengthofTime)
            {
            case 0:
                intAllNum = 50;
                break;

            case 1:
                intAllNum = 100;
                break;

            case 2:
                intAllNum = 200;
                break;

            /* 您可以有任意数量的 case 语句 */
            default:     /* 可选的 */
                intAllNum = 200;
                break;
            }
            switch (ReadIniPargetParme.speed)
            {
            case 0:
                floatMoveMi = 60;
                break;

            case 1:
                floatMoveMi = 30;
                break;

            case 2:
                floatMoveMi = 15;
                break;

            /* 您可以有任意数量的 case 语句 */
            default:     /* 可选的 */
                floatMoveMi = 200;
                break;
            }
            string strContent = ReadIniPargetParme.Content;
            if (String.IsNullOrEmpty(strContent))
            {
                strContent = "A";
            }
            ArrayList bContentArrayList = new ArrayList(strContent.Split(','));

            GameObject canvas          = GameObject.Find("GameEnemyObject");
            ArrayList  cShiftArrayList = Common.getShiftArrayList(intAllNum, bContentArrayList);
            Debug_Log.Call_WriteLog(string.Join(",", (string[])cShiftArrayList.ToArray(typeof(string))), "随机图形表示");

            for (int i = 0; i < intAllNum; i++)
            {
                GameObject gameObjectEnemyGame = (GameObject)Resources.Load("Pref/EnemyGame");
                gameObjectEnemyGame      = Instantiate(gameObjectEnemyGame);
                gameObjectEnemyGame.name = "myCube" + i.toString();

                /// 查找子物体,并且将得到的物体转换成gameobject
                GameObject objnameFindChild = gameObjectEnemyGame.transform.Find("Cube").gameObject;
                #region 动态材质球
                //System.Random ran = new System.Random();
                //int RandKey = ran.Next(0, bContentArrayList.Count);
                string strLoad = "OuterDATA/GameEnemy_" + cShiftArrayList[i];


                //Material mddddMaterial = Instantiate(lastMat) as Material;

                Texture mat = Resources.Load(strLoad) as Texture;
                objnameFindChild.GetComponent <Renderer>().material.mainTexture = mat;

                // mddddMaterial.mainTexture = mat;
                #endregion



                gameObjectEnemyGame.transform.parent = canvas.transform;
                Quaternion rotation = Quaternion.Euler(new Vector3(0, 180, 0));
                gameObjectEnemyGame.transform.rotation = rotation;

                #region 对左右位置进行随机
                int     intddd     = UnityEngine.Random.Range(-10, 10);///左右随机摆动的
                Vector3 unitVector = new Vector3(56.72f + intddd, 2, 10.15f + i * 3);
                gameObjectEnemyGame.transform.position = unitVector;
                #endregion

                //  用 slerp 进行插值平滑的旋转
                //transform.rotation = Quaternion.Slerp(transform.rotation, targetAngels, rotateSpeed * Time.deltaTime);
                //transform.rotation = targetAngels;
            }



            Score.iniSucessPercent(intAllNum);
            Debug_Log.Call_WriteLog(intAllNum.toString(), "class move");
            ///屏幕1记录时间
            DateTimeStart = DateTime.Now;
        }
        catch (Exception ex)
        {
            ////LogController.writeErrorLog(ex, "ObjectExtended toInt32");
            Debug_Log.Call_WriteLog(ex, "move初始化推球界面");
        }
    }