예제 #1
0
    private void QuerryAndChop(float chopX)
    {
        float dtTime = Time.deltaTime;

        GameObjectPreloader.QueryAllActivated(ref m_activeObjects);
        for (int i = 0; i < m_activeObjects.Count; i++)
        {
            if (!m_activeObjects [i].gameObject.activeSelf)
            {
                continue;
            }
            BaseObject p       = m_activeObjects [i];
            Vector2    nextPos = p.mapPos;
            nextPos.x -= chopX;
            p.SetMapPos(nextPos);

//			Vector2 nextPos = p.transform.localPosition;
//			nextPos.x -= chopX * GameDefines.GAME_UNIT;
//			p.transform.localPosition = nextPos;

            if (nextPos.x < -30)
            {
                p.gameObject.SetActive(false);
            }
        }
    }
예제 #2
0
    public T SpawnGameObject <T>(string className) where T : BaseObject
    {
        BaseObject baseObject = null;

        //string className = typeof(T).FullName;
        switch (className)
        {
        case "BallPlayer":
        case "SquareObstacleObject":
            baseObject = GameObjectPreloader.SpawnGameObject(className);
            break;

        default:
            Debug.LogErrorFormat("no have [{0}] in preloads resource", className);
            break;
        }
        ;

        if (baseObject != null)
        {
            baseObject.Init();
            baseObject.transform.SetParent(m_objectHolder.transform, false);
            return(baseObject as T);
        }
        return(null);
    }
예제 #3
0
    // Use this for initialization
    void Start()
    {
        Physics2D.autoSimulation = false;
        Reset();

        //Load minimium object. Will show loading screen until it has done.
        m_loadingLayer.Show();
        GameObjectPreloader.Fetch(() => {
            m_loadingLayer.Hide();
        });
    }
예제 #4
0
 public void Reset()
 {
     GameObjectPreloader.ClearAll();
     m_prepareLayer.SetActive(true);
     m_resultPopup.gameObject.SetActive(false);
     m_igmLayer.SetActive(false);
     m_hudLayer.SetActive(false);
     m_bEnded         = true;
     m_bPausing       = false;
     m_score          = 0;
     m_scoreText.text = "";
 }