void Awake() { if (fpsDisplay == null) fpsDisplay = this; else Destroy(this); }
protected override void Initialize() { #if DEBUG fpsDisplay = new FPSDisplay(Content.Load<SpriteFont>("plain")); #endif base.Initialize(); }
// ================================= // Functions. // ================================= // ... void Awake() { if (instance) { Destroy(gameObject); } else { instance = this; } Application.targetFrameRate = targetFrameRate; }
void Awake() { notificationText = GetComponentInChildren<TextMesh>(); notificationColor = notificationText.color; fpsDisplay = transform.Find("FPSCounter").GetComponent<FPSDisplay>(); }
/* * public virtual void direct() { * * * currentFPS = FPSDisplay.GetCurrentFPS(); * * if ((currentItemCount < spawnLimit * && currentFPS > 20f) || currentItemCount < spawnMin) { * * // do some spawning * * if (currentItemCount < spawnMin * 2) { * spawnAmount = 1; * } * * GamePreset preset = GamePresets.Instance.GetCurrentPresetDataItem(); * * if (preset == null) { * return; * } * * List<GamePresetItem> presetItems = preset.data.items; * * List<float> probs = new List<float>(); * foreach (GamePresetItem item in presetItems) { * probs.Add((float)item.probability); * } * * GamePresetItem selectByProbabilityItem = * MathUtil.ChooseProbability<GamePresetItem>(presetItems, probs); * * if (selectByProbabilityItem == null) { * return; * } * * string code = selectByProbabilityItem.code; * * GameItemController.Load(code); * } * } * */ public virtual void directItems( string itemType, double spawnCount, double spawnMin, double spawnLimit, bool limitFps = true) { currentFPS = FPSDisplay.GetCurrentFPS(); // DIRECT ENEMIES if ((spawnCount < spawnLimit && (currentFPS > 20f || !limitFps)) || spawnCount < spawnMin) { // do some spawning if (spawnCount < spawnMin * 2) { //spawnAmount = 1; } if (presetItems == null) { presetItems = new List <GameDataItemPreset>(); } else { presetItems.Clear(); } if (GameLevels.Current.data != null && GameLevels.Current.data.HasItemPresets()) { foreach (GameDataItemPreset itemPreset in GameLevels.Current.data.item_presets) { if (itemPreset.type == itemType) { presetItems.Add(itemPreset); } } } else if (GameWorlds.Current.data != null && GameWorlds.Current.data.HasItemPresets()) { foreach (GameDataItemPreset itemPreset in GameWorlds.Current.data.item_presets) { if (itemPreset.type == itemType) { presetItems.Add(itemPreset); } } } if (presetItemsAppend == null) { presetItemsAppend = new List <GamePresetItem>(); } else { presetItemsAppend.Clear(); } if (presetItemProbabilities == null) { presetItemProbabilities = new List <float>(); } else { presetItemProbabilities.Clear(); } foreach (GameDataItemPreset itemPreset in presetItems) { GamePreset preset = GamePresets.Get(itemPreset.code); //GamePresets.Instance.GetCurrentPresetDataCharacter(); if (preset == null) { return; } List <GamePresetItem> presetItemsData = preset.data.items; foreach (GamePresetItem item in presetItemsData) { if (item.type == itemType) { presetItemProbabilities.Add((float)item.probability); presetItemsAppend.Add(item); } } } if (presetItemsAppend == null || presetItemProbabilities == null) { return; } if (presetItemsAppend.Count == 0 || presetItemProbabilities.Count == 0) { return; } GamePresetItem selectByProbabilityItem = MathUtil.ChooseProbability <GamePresetItem>( presetItemsAppend, presetItemProbabilities); if (selectByProbabilityItem == null) { return; } string code = selectByProbabilityItem.code; GameItemController.Load(code);//, itemType); } }
// Use this for initialization void Start() { currentEmitter = null; fps = GetComponent <FPSDisplay>(); }
void Awake() { Singleton = this; }
void Start() { fps = GetComponent<FPSDisplay>(); }
// Update is called once per frame void Update() { FPSDisplay.UpdateFrom("followGM"); }