// 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 TouchMove(Vector3 pos) { float rate = -(pos.x - Screen.width / 2) / 300f; if (rate > 1.5f) { rate = 1.5f; } if (rate < -1.5f) { rate = -1.5f; } float rotate = rate * 45; InGameRole role = InGameManager.GetInstance().role; for (int i = 0; i < objList.Count; i++) { InGameBaseObj obj = objList[i]; if (obj == null || obj.IsDie()) { continue; } float disrate = Mathf.Abs(role.transform.position.z - obj.transform.position.z) / (GameConst.GAME_STEP_INTERVAL * 3); disrate = 1 - Mathf.Min(disrate, 1f); obj.transform.rotation = Quaternion.Euler(new Vector3(0, 0, rotate * disrate)); } }
// 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 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); }