private void OnCreateNewBall(ConveyorBall conveyorBall) { conveyorBall.onReachExit += OnBallReachExit; UBasketball ball = CreateBall(); conveyorBall.GetComponent <UISprite>().spriteName = ball.m_special ? conveyorBall.specialBallSprite : conveyorBall.normalBallSprite; ballQ.Enqueue(ball); }
private void OnBallReachExit(ConveyorBall conveyorBall) { if (conveyorBall.index == 0) { ConveyorBall.fastForward = false; } ConveyorBall.Pause(); }
private void CreateConveyor() { ConveyorBall.Clear(); GameObject prefab = ResourceLoadManager.Instance.LoadPrefab("Prefab/GUI/BallConveyor") as GameObject; ballConveyor = CommonFunction.InstantiateObject(prefab, GameSystem.Instance.mClient.mUIManager.m_uiRootBasePanel.transform); ConveyorBall firstBall = ballConveyor.GetComponentInChildren <ConveyorBall>(); OnCreateNewBall(firstBall); ConveyorBall.onCreateNewBall = OnCreateNewBall; ConveyorBall.fastForward = true; }
private void FetchBall(Player player) { UBasketball ball = ballQ.Dequeue(); ball.gameObject.SetActive(true); player.GrabBall(ball); currBall = ball; if (ball.m_special) { ShowOpportunity(); } ConveyorBall.DestroyFront(); ConveyorBall.Resume(); }
static public void DestroyFront() { ConveyorBall ball = ballQ.Dequeue(); NGUITools.Destroy(ball.gameObject); }