상속: MonoBehaviour
 void Awake()
 {
     if (fpsDisplay == null)
         fpsDisplay = this;
     else
         Destroy(this);
 }
예제 #2
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        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;
                }
예제 #4
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    void Awake()
    {
        notificationText = GetComponentInChildren<TextMesh>();
        notificationColor = notificationText.color;

        fpsDisplay = transform.Find("FPSCounter").GetComponent<FPSDisplay>();
    }
예제 #5
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    /*
     * 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);
        }
    }
예제 #6
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 // Use this for initialization
 void Start()
 {
     currentEmitter = null;
     fps            = GetComponent <FPSDisplay>();
 }
예제 #7
0
 void Awake()
 {
     Singleton = this;
 }
예제 #8
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 void Start()
 {
     fps = GetComponent<FPSDisplay>();
 }
예제 #9
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 // Update is called once per frame
 void Update()
 {
     FPSDisplay.UpdateFrom("followGM");
 }