/// <summary> /// Initialize damage text to the array. /// </summary> private void InitDamageTextToArray() { mDamageTexts = new JCS_Vector <JCS_DamageText>(mNumberOfHandle); if (mDamageText == null) { return; } for (int count = 0; count < mNumberOfHandle; ++count) { // spawn a new game object, // and get the component JCS_DamageText dt = JCS_Utility.SpawnGameObject( mDamageText, mDamageText.transform.position, mDamageText.transform.rotation) as JCS_DamageText; // add to array mDamageTexts.set(count, dt); // set parent dt.transform.SetParent(this.transform); } }
//======================================== // Unity's function //------------------------------ private void Awake() { this.mLiveObject = this.GetComponent <JCS_2DLiveObject>(); if (mDetectCollider.Length == 0) { JCS_Debug.LogReminders( "No Collider assing for dectetion..."); } for (int index = 0; index < mDetectCollider.Length; ++index) { if (mDetectCollider[index] == null) { JCS_Debug.LogReminders( "No Collider assing for dectetion..."); continue; } // let the detect area know his parent class (this) JCS_DetectArea da = mDetectCollider[index].gameObject.AddComponent <JCS_DetectArea>(); da.SetAction(this); // force the collider equals to true!! mDetectCollider[index].isTrigger = true; } // create list to manage all detected object mDetectedObjects = new JCS_Vector <JCS_DetectAreaObject>(); }
//======================================== // Unity's function //------------------------------ protected void Awake() { mTargetList = new JCS_Vector <JCS_Player>(); mAudioListener = this.GetComponent <AudioListener>(); // find the camera in the scene first mJCS_2DCamera = (JCS_2DCamera)FindObjectOfType(typeof(JCS_2DCamera)); // if still null spawn a default one! if (mJCS_2DCamera == null) { JCS_Debug.LogError("There is not JCS_2DCamera attach to, spawn a default one!"); // Spawn a Default one! this.mJCS_2DCamera = JCS_Utility.SpawnGameObject( JCS_2DCamera.JCS_2DCAMERA_PATH, transform.position, transform.rotation).GetComponent <JCS_2DCamera>(); } mJCS_2DCamera.SetFollowTarget(this.transform); // record down the fild of view mTargetFieldOfView = mJCS_2DCamera.fieldOfView; }
/* Setter & Getter */ /* Functions */ protected override void Awake() { base.Awake(); this.mLogTextPool = this.GetComponent <JCS_GUITextPool>(); mRenderLogText = new JCS_Vector <JCS_LogText>(); }
/// <summary> /// Set the sound mute or not with list needed. /// </summary> /// <param name="list"> list of the audio source. </param> /// <param name="act"> target mute action. </param> private void SetSoundtMute(JCS_Vector <AudioSource> list, bool act) { for (int index = 0; index < list.length; ++index) { list.at(index).mute = act; } }
/// <summary> /// Set the sound volume in the list. /// </summary> /// <param name="list"> list of the audio source </param> /// <param name="vol"> target volume. </param> private void SetSoundVolume(JCS_Vector <AudioSource> list, float vol) { for (int index = 0; index < list.length; ++index) { list.at(index).volume = vol; } }
/* Functions */ private void Awake() { mParticles = new JCS_Vector <JCS_Particle>(); mThread = new JCS_Vector <int>(); mTimers = new JCS_Vector <float>(); mParticleCount = new JCS_Vector <int>(); mParticleCounter = new JCS_Vector <int>(); mFreezePos = this.transform.position; }
/// <summary> /// Assgin the audio source to audio source list. /// </summary> /// <param name="list"> List of audio source. </param> /// <param name="sound"> audio source to add into list. </param> private void AssignSoundToList(JCS_Vector <AudioSource> list, AudioSource sound) { if (sound == null) { JCS_Debug.LogError("Assigning Source that is null..."); return; } list.push(sound); sound.volume = JCS_SoundSettings.instance.GetSFXSound_Volume(); }
private void Awake() { instance = this; // try to get component, this is not guarantee. this.mJCSFadeSound = this.GetComponent <JCS_FadeSound>(); mSFXSounds = new JCS_Vector <AudioSource>(); mSkillsSounds = new JCS_Vector <AudioSource>(); mGlobalSoundPlayer = this.GetComponent <JCS_SoundPlayer>(); }
//======================================== // Unity's function //------------------------------ private void Awake() { this.mAIActions = new JCS_Vector <JCS_AIAction>(); // add all the ai action into the array. JCS_AIAction[] actions = this.GetComponents <JCS_AIAction>(); for (int index = 0; index < actions.Length; ++index) { mAIActions.push(actions[index]); } }
//======================================== // Unity's function //------------------------------ private void Awake() { mShootAction = this.GetComponent <JCS_ShootAction>(); mCursorShootAction = this.GetComponent <JCS_2DCursorShootAction>(); // overwrite both shoot action, // so they won't process the input. mShootAction.OverrideShoot = true; mCursorShootAction.OverrideShoot = true; mThread = new JCS_Vector <int>(); mTimers = new JCS_Vector <float>(); mShootCount = new JCS_Vector <int>(); mShootCounter = new JCS_Vector <int>(); mShootPos = new JCS_Vector <Vector3>(); mShootAngles = new JCS_Vector <Vector3>(); }
//======================================== // Unity's function //------------------------------ private void Awake() { mShootAction = this.GetComponent <JCS_ShootAction>(); // override the shoot effect in the base one. mShootAction.OverrideShoot = true; mThread = new JCS_Vector <int>(); mTimers = new JCS_Vector <float>(); mShootCount = new JCS_Vector <int>(); mShootCounter = new JCS_Vector <int>(); mShootPos = new JCS_Vector <Vector3>(); mTargetsPerSequence = new JCS_Vector <Transform>(); mShootDirection = new JCS_Vector <bool>(); // try to get the ability format. if (mAbilityFormat == null) { mAbilityFormat = this.GetComponent <JCS_AbilityFormat>(); } }
//======================================== // Self-Define //------------------------------ //---------------------- // Public Functions //---------------------- // Protected Functions //---------------------- // Private Functions /// <summary> /// Spawn the text pool base on number of handle. /// </summary> private void SpawnTextPool() { if (mLogText == null) { JCS_Debug.LogReminders( "No log text assign in the text pool..."); return; } // NOTE(JenChieh): this might change in // the future. // Get the log system from the // same transfrom/node. JCS_IGLogSystem logSystem = this.GetComponent <JCS_IGLogSystem>(); mLogTexts = new JCS_Vector <JCS_LogText>(mNumberOfHandle); for (int count = 0; count < mNumberOfHandle; ++count) { // spawn a new game object, // and get the component JCS_LogText logText = (JCS_LogText)JCS_Utility.SpawnGameObject(mLogText); // add to array mLogTexts.set(count, logText); // set parent JCS_Utility.SetParentWithoutLosingInfo(logText.transform, this.transform); // NOTE(JenChieh): this might change in // the future. // set the log system if there is one. logText.SetIGLogSystem(logSystem); } }
/* Functions */ private void Awake() { mAttackers = new JCS_Vector <Transform>(); }
public JCS_Pool(int num) { objects = new JCS_Vector <T>(num); }