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); } } }
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); }
// 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(); }); }
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 = ""; }