예제 #1
0
    public static GameTimer StartTimer(float time, bool once, bool destroyOnLoad, EventHandler receiver, string tname = "timer")
    {
        var go  = new GameObject(tname);
        var com = go.AddComponent(typeof(GameTimer)) as GameTimer;

        com.OnTimer        = receiver;
        com.timeLeft_      = time;
        com.elapse_        = time;
        com.once_          = once;
        com.destroyOnLoad_ = destroyOnLoad;

        //CategorySettings
        CategorySettings.Attach(go.transform, "_timers/", false);
        return(com);
    }
예제 #2
0
    /*public CMapObject(JsonData data, MapObjectReference mapgoref)
     * {
     *  this.ActorData = new PlayActor();
     *  this.ActorData.SN = Convert.ToInt64(data["SN"]);
     *  this.reference = mapgoref;
     *  if (reference == null)
     *  {
     *      Debug.LogError(string.Format("The map object not exist:{0},please check 'MapObjectReference' config.May be the 'MapObjectReference' config in server and client are not synchronized,please synchronized.", refid));
     *      Dispose();
     *      return;
     *  }
     *  this.refid = mapgoref.Id;
     *  this.ActorData.Movedata.X = Convert.ToInt32(data["pos"]["x"]);
     *  this.ActorData.Movedata.Z = Convert.ToInt32(data["pos"]["y"]);
     *  this.ActorData.Movedata.Dir_X = Convert.ToSingle(data["forward"]["x"]);
     *  this.ActorData.Movedata.Dir_Z = Convert.ToSingle(data["forward"]["y"]);
     *
     *  Vector3 navpos;
     *  CClientCommon.GetNavMeshPostion(out navpos, new Vector3(this.ActorData.Movedata.X, 0f, this.ActorData.Movedata.Z), Global.world.NavLayerMask);
     *  position = navpos;
     *  SetPosition(navpos);
     *
     *  float x = this.ActorData.Movedata.Dir_X;
     *  float z = this.ActorData.Movedata.Dir_Z;
     *  if (x != 0 || z != 0)
     *      SetForward(new Vector3(x, 0, z).normalized);
     *
     *  this.Name = string.Format("XYMapObject{0}_{1}", this.ActorData.SN, this.refid);
     *
     *  MapObjectList.Add(this.ActorData.SN, this);
     *  SetLayer(CDefines.Layer.Player);
     * }*/

    protected override void OnAllModelsLoadDone()
    {
        base.OnAllModelsLoadDone();
        CategorySettings.Attach(base.Transform, "_roles/_map_objects/", false);
    }
예제 #3
0
 protected override void OnCreate()
 {
     base.OnCreate();
     CategorySettings.Attach(gameObject.transform, "_effect/");
     ShowTouchEffect(effectPos);
 }