// Use this for initialization new private void Start() { base.Start(); CDebugLog.Log(ELogType.GameMode, "TestGameMode Start"); GameObject PlayerStart = GameObject.FindGameObjectWithTag("PlayerStart"); Vector3 PlayerPosition = PlayerStart.transform.position; PlayerPosition.z = 0.0f; GameObject PlayerObj = Instantiate <GameObject>(CResourceMgr.LoadCharacter(player_name, ECharacterType.Player), PlayerPosition, new Quaternion()); Player = PlayerObj.GetComponent <CBaseCharacter>(); Vector3 position = Camera.main.transform.position; position.x = PlayerPosition.x; position.y = PlayerPosition.y; Camera.main.transform.position = position; InitUIKeyEvent(); GameObject FindObj = GameObject.Find("TouchInput"); DefaultTouchInputPos = FindObj.transform.position; }
// Use this for initialization new private void Start() { base.Start(); CDebugLog.Log(ELogType.GameMode, "BattleGameMode Start"); GameObject PlayerStart = GameObject.FindGameObjectWithTag("PlayerStart"); Vector3 PlayerPosition = PlayerStart.transform.position; PlayerPosition.z = 0.0f; GameObject PlayerObj = Instantiate <GameObject>(CResourceMgr.LoadCharacter(PlayerName, ECharacterType.Player), PlayerPosition, new Quaternion()); Player = PlayerObj.GetComponent <CBaseCharacter>(); Vector3 position = Camera.main.transform.position; position.x = PlayerPosition.x; position.y = PlayerPosition.y; Camera.main.transform.position = position; //GameObject Canvas = GameObject.FindGameObjectWithTag("Canvas"); //GameObject BattleWidget = UIMgr.OpenUI(EUIType.BattleWidget); //GameObject InsBattleWidget = Instantiate(BattleWidget); //InsBattleWidget.transform.parent = Canvas.transform; //Debug.Log(BattleWidget); InitUIKeyEvent(); GameObject FindObj = GameObject.Find("TouchInput"); DefaultTouchInputPos = FindObj.transform.position; }
// Update is called once per frame void Update() { if (CMapGenerator.bTool) { return; } if (!bSpawnStart) { return; } if (CurSpawnCount == 0) { if (false == bLoopSpawn) { bSpawnStart = false; } else if (bLoopSpawn && 0 == SpawnedObjects.Count) { RemainTime = SpawnTime; CurSpawnCount = MaxSpawnCount; } return; } if (RemainTime <= 0) { GameObject spawnObj = Instantiate(CResourceMgr.LoadCharacter(GetLoadCharacterName(), ECharacterType.Enemy) /*, gameObject.transform*/); spawnObj.transform.position = gameObject.transform.position; SpawnedObjects.Add(spawnObj); RemainTime = SpawnTime; --CurSpawnCount; } else { RemainTime -= Time.fixedDeltaTime; } }