// Update is called once per frame void Update() { if ((DiamondSnake.GetTheInstance().transform.position - transform.position).sqrMagnitude < 2.9f) { DiamondSnake.GetTheInstance().AddNBody(addNum); Destroy(this.gameObject); } }
// Update is called once per frame void Update() { tdPos = transform.position - DiamondSnake.GetTheInstance().transform.position; if ((-xyOffset < tdPos.x) && (tdPos.x < xyOffset) && (-xyOffset < tdPos.y) && (tdPos.y < xyOffset) && (tdPos.sqrMagnitude < 29.7f)) { SoundPlayer.PlayItemsSound(7); DiamondSnake.GetTheInstance().MinusNBody(minusNum); Destroy(this.gameObject); } }
//*************************************************************************** //与蛇相关的操作 private void MoveThisBody() { if (theNum != 1) { tTransArrayNum = (lastsnakebody.qhead + oneStepNum) % arrayLen; transform.position = lastsnakebody.historyPosArray[tTransArrayNum]; transform.rotation = lastsnakebody.historyRotArray[tTransArrayNum]; } else { transform.position = DiamondSnake.GetTheInstance().GetHistoryPos(); transform.rotation = DiamondSnake.GetTheInstance().GetHistoryRot(); } }
private void Awake() { tVel = new Vector3(0f, 0f, 0f); tdPos = new Vector3(snakeSpeed, 0f, 0f); whetherAlive = true; theInstance = this; SetStartHistoryArray(); //纯数值处理,对前面的流程无依赖 LoadSkinSprite(); //加载皮肤资源,对前面的流程无依赖 SetPrefabSnakeHeadAndBody(); //加载pefab,并设定皮肤,要求前面已加载皮肤 snakeBodySpriteRenderer.sortingOrder = 0; //要求prefab已加载 InstantiateFirstBody(); //生成第一个体节 DiamondGameManager.GetTheInstance().SetLenText(snakeLength); DiamondGameManager.GetTheInstance().SetSpeedText((int)(snakeSpeed)); }
public void TheSnakDie() { Time.timeScale = 0; dieScoreText.text = (score + (int)DiamondSnake.GetTheInstance().transform.position.x).ToString(); dieUIObj.SetActive(true); }
private void SetScoreText() { scoreText.text = (score + (int)DiamondSnake.GetTheInstance().transform.position.x).ToString(); }
//*************************************************************************** private void Awake() { oneStepNum = DiamondSnake.GetOneStepNum(); arrayLen = DiamondSnake.GetArrayLength(); SetStartHistoryArray(); }