//------------------------------------------------------------------------- public void create(CRenderScene scene, CRenderTurret render_turret) { mScene = scene; mCRenderTurret = render_turret; int turret_id = render_turret.getTurretId(); CTurretHelper turret_helper = mScene.getTurretHelper(); float base_angle = turret_helper.getBaseAngleByTurretId(turret_id); mCSpriteCounter = new CSpriteCounter(mScene, turret_helper.getPositionByOffset(turret_id, mScene.getRenderConfigure().ChipsOffset), turret_helper.getBaseAngleByTurretId(turret_id)); mScoreTurnplate = new CSpriteScoreTurnplate(mScene, turret_helper.getPositionByOffset(turret_id, mScene.getRenderConfigure().TurretTurnplateOffset), base_angle); //mCSpriteScore = new CSpriteScore(mScene, turret_helper.getPositionByOffset(turret_id, mScene.getRenderConfigure().ChipsOffset), 0, turret_id); if (turret_id == 0 || turret_id == 1) { EbVector3 offset = mScene.getRenderConfigure().TurretPanelScoreOffset; offset.x += mScene.getRenderConfigure().UpTurretPanelScoreOffset; //mCSpriteScore.setDigitPosition(turret_helper.getPositionByOffset(turret_id, offset), 0); } else { //mCSpriteScore.setDigitPosition(turret_helper.getPositionByOffset(turret_id, mScene.getRenderConfigure().TurretPanelScoreOffset), base_angle); } //mCSpriteScore.setBgPosition(turret_helper.getPositionByOffset(turret_id, mScene.getRenderConfigure().TurretPanelScoreBgOffset), base_angle); }
//------------------------------------------------------------------------- public void create(int turret_id, ref _tScenePlayer scene_player, int player_gold, bool buffer_power, bool buffer_freeze, bool buffer_longpress, bool buffer_rapid, int turret_rate, float turret_angle, int locked_fish_objid , TbDataTurret.TurretType turret_type) { mTurretId = turret_id; mPlayer = scene_player; mTurretAngle = turret_angle; mTurretType = turret_type; mTurretDataTable = new TurretDataTable(); _setTurretRate(turret_rate); CTurretHelper turret_helper = mScene.getTurretHelper(); mTurretPos = turret_helper.getPositionByOffset(turret_id, mScene.getRenderConfigure().TurretOffset); mBaseAngle = turret_helper.getBaseAngleByTurretId(turret_id); mTurretColor = turret_helper.getBaseColorByTurretId(turret_id).convert(); float scene_length = mScene.getSceneLength(); float scene_width = mScene.getSceneWidth(); mCSpriteTurretShow = new CSpriteTurretShow(); mCSpriteTurretShow.create(mScene, this); _displayTurretRate(); mRenderBufferMgr = new CRenderBufferMgr(mScene, this, turret_helper.getPositionByOffset(turret_id, mScene.getRenderConfigure().TurretBufferOffset), mBaseAngle); setLockFishByFishObjId(locked_fish_objid); if (buffer_power) { List <object> param_list = new List <object>(); mRenderBufferMgr.addBuffer("BufPower", param_list); } if (buffer_freeze) { List <object> param_list = new List <object>(); mRenderBufferMgr.addBuffer("BufFreeze", param_list); } if (buffer_longpress) { List <object> param_list = new List <object>(); mRenderBufferMgr.addBuffer("BufLongpress", param_list); } if (buffer_rapid) { List <object> param_list = new List <object>(); mRenderBufferMgr.addBuffer("BufRapid", param_list); } mScene.getListener().onSceneTurretCreated(mTurretId); }
//------------------------------------------------------------------------- public CSpriteCounter(CRenderScene scene, EbVector3 origin_position, float up_angle) { mScene = scene; mCounterScruct.MovingSpeed = 100f; mCounterScruct.OriginPosition = origin_position; mCounterScruct.UpAngle = up_angle; mCounterScruct.GapBetweenHeaps = mScene.getRenderConfigure().ChipHSpace; mCounterScruct.RightAngle = CLogicUtility.getRightAngle(up_angle); mCounterScruct.RightDistance = CLogicUtility.getDirection(mCounterScruct.RightAngle) * mCounterScruct.GapBetweenHeaps; mCounterState = _eCounterState.Adding; mCSpriteHeapGroup = new CSpriteHeapGroup(4); mScoreCounterMap.create(mScene.getRenderConfigure().ScoreGap); }
void _newChip() { StillSprite still_sprite = mScene.getRenderObjectPool().newStillSprite(); still_sprite.playAnimation("chip"); still_sprite.setScale(mScene.getRenderConfigure().ChipSacle); still_sprite.setLayer(mHeapLayer); mStackChips.Add(still_sprite); #if UNITY_EDITOR still_sprite.gameObject.name = "TkSpriteChips_chip"; #endif _updateChipsView(mHeapScruct.Position, mHeapScruct.UpAngle); }