// Use this for initialization void InitGame() { gameTouchController = new GameTouchController(); //创建角色 GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject; roleObj = Instantiate(roleObj); role = roleObj.GetComponent <InGameRole>(); roleObj.transform.position = new Vector3(0, GetGameRect().y + 5, 0); gameEffectManager = new GameEffectManager(); // inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0); modelManager = InGameBaseModel.Create(selmodel); modelManager.Init(); inGameColorManager = new InGameColorManager(); inGameColorManager.Init(); gameState = enGameState.playing; }
// ------------------------------------------------------------------------------------ // public void onTouchBegan(GameTouchController gameTouchController, GameTouchParams gameTouchParams) { // Check active unit if (gameTouchParams.touchGameObject.tag.Equals(UnitBase.UNIT_TAG)) { UnitBase unit = gameTouchParams.touchGameObject.GetComponent<UnitBase>(); if (unit != null && unit.isUnitMaster()) { if (activeUnit != null && activeUnit.Equals(unit)) { activeUnit.setActive(false); activeUnit = null; } else { setNewActiveUnit(unit); } return; } } // Move active unit if not return if (activeUnit != null) { ((UnitMasterBase) activeUnit).moveAtPosition(gameTouchParams.touchPosition); } }
// Use this for initialization void Start() { gameTouchController = new GameTouchController(); //创建角色 GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject; roleObj = Instantiate(roleObj); role = roleObj.GetComponent <InGameRole>(); //地面 GameObject touchPlaneObj = Resources.Load("Prefabs/MapObj/TouchPlane") as GameObject; touchPlane = Instantiate(touchPlaneObj); GameObject groundPlaneObj = Resources.Load("Prefabs/MapObj/GroundPlane") as GameObject; groundPlane = Instantiate(groundPlaneObj); // inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0); modelManager = InGameBaseModel.Create(selmodel); modelManager.Init(); gameState = enGameState.playing; }
// Use this for initialization void Start() { gameTouchController = new GameTouchController(); touchManager = new TouchManager(); gameEffectManager = new GameEffectManager(); inGameObjectManager = new InGameObjectManager(); inGameObjectManager.Init(); inGamePlayerManager = new InGamePlayerManager(); inGamePlayerManager.Init(); inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameMapManager = new InGameMapManager(); inGameMapManager.Init(); }
// Use this for initialization void Start() { //初始化事件管理器 EventManager em = gameObject.AddComponent <EventManager>(); EventManager.Register(this, EventID.EVENT_TOUCH_SWEEP, EventID.EVENT_TOUCH_UP); GameObject obj = GameObject.Find("Girl1"); girl1 = obj.transform.GetComponent <InGameBaseCharacter>(); girl1.Init(1, 1, enMSCamp.en_camp_player); gameTouchController = new GameTouchController(); }
public void initialize() { gameCamera = GameCamera.createNewInstance(); gameCamera.setPosition(new Vector3 (0,10.0f,0)); gameCamera.setRotation(Quaternion.Euler(90.0f,0,0)); gameTouchController = GameTouchController.createNewInstance(gameObject); gameTouchController.addCamera(gameCamera.getCamera()); gameTimer = GameTimer.createNewInstance(gameObject); gameTimer.registerObserver((IGameTimerObserver) this); gameUI = GameUI.createNewInstance(gameObject); gameUI.setTimerText(gameTimer.getTime()); gameUI.setHealth(healthCount); gameBombsUI = gameUI.getGameBombsUI(); gameBombsUI.setBombs(bombsCount); gameBombsUI.registerObserver((IGameBombsUIObserver) this); }
public void initialize() { gameCamera = GameCamera.createNewInstance(); gameCamera.setPosition(new Vector3 (0,10.0f,0)); gameCamera.setRotation(Quaternion.Euler(90.0f,0,0)); gameTouchController = GameTouchController.createNewInstance(gameObject); gameTouchController.addCamera(gameCamera.getCamera()); gameTimer = GameTimer.createNewInstance(gameObject); gameTimer.registerObserver((IGameTimerObserver) this); gameUI = GameUI.createNewInstance(gameObject); gameUI.setTimerText(gameTimer.getTime()); gameUI.setStarsText(starsCount); activeUnitController = ActiveUnitController.createNewInstance(gameObject); gameTouchController.registerObserver((IGameTouchObserver) activeUnitController); fenceController = FenceController.createNewInstance(gameObject); // create ponys for (int i=0; i<6; i++) { for (int j=0; j<2; j++) { UnitSlaveBase unitSlave = (UnitSlaveBase) UnitFactory.createNewUnit(UnitType.Pony); unitSlave.UnitPosition = new Vector3 ((i-2.5f)*2.0f, 0.0f, j*3.0f); unitSlave.registerObserver((IUnitBehindFenceObserver) this); slaveUnits.Add(unitSlave); } } // create dogs for (int j=0; j<3; j++) { UnitBase unit = UnitFactory.createNewUnit(UnitType.Dog); unit.UnitPosition = new Vector3 ((j-1.0f)*5.0f, 0.0f, -3.0f); } }
// Use this for initialization void InitGame() { gameTouchController = new GameTouchController(); //创建角色 GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject; roleObj = Instantiate(roleObj); role = roleObj.GetComponent <InGameRole>(); roleObj.transform.position = new Vector3(0, GetGameRect().y + 5, 0); gameEffectManager = new GameEffectManager(); // inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0); modelManager = InGameBaseModel.Create(selmodel); modelManager.Init(); InGameColorManager.GetInstance().Init(); inGameUIManager.gamePadManager.scoreslabel.SetColor(InGameColorManager.GetInstance().bgColor); gameState = enGameState.playing; int teachCount = PlayerPrefs.GetInt("teachcount", 0); if (teachCount < 2) { GameObject teachObj = Resources.Load("Prefabs/UI/TeachLayer") as GameObject; teachObj = Instantiate(teachObj); PlayerPrefs.SetInt("teachcount", teachCount + 1); } }
// Use this for initialization void InitGame() { gameTouchController = new GameTouchController(); //创建角色 GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject; roleObj = Instantiate(roleObj); role = roleObj.GetComponent <InGameRole>(); role.Init(); role.transform.position = new Vector3(0, 0.5f, 0); //role.Jump(new Vector3(0f, 1f)); role.SetCameraPos(); //gameEffectManager = new GameEffectManager(); // inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0); modelManager = InGameBaseModel.Create(selmodel); modelManager.Init(); inGameColorManager = new InGameColorManager(); inGameColorManager.Init(); //gameState = enGameState.playing; GameObject teachObj = Resources.Load("Prefabs/UI/TeachLayer") as GameObject; teachObj = Instantiate(teachObj); }
// Use this for initialization void GameInit() { gameTouchController = new GameTouchController(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); inGameCameraManager = new InGameCameraManager(); inGameCameraManager.Init(); inGameObjManager = new InGameObjManager(); inGameObjManager.Init(); playerCtrlManager = new PlayerCtrlManager(); playerCtrlManager.Init(); inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGamePlayerManager = new InGamePlayerManager(); inGamePlayerManager.Init(); gameState = enGameState.playing; }
private void Awake() { instance = this; mGameTouchController = GetComponent <GameTouchController>(); }
// ------------------------------------------------------------------------------------ // public virtual void onTouchBegan(GameTouchController gameTouchController) { notifyUnitDeadObservers(); setStateDead(); }