void Start(){ S = this; GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; roomsXMLR = new PT_XMLReader(); roomsXMLR.Parse(roomsText.text); roomsXML = roomsXMLR.xml["xml"][0]["room"]; BuildRoom(roomNumber); }//end of Start()
void Awake() { S = this; // Set the Singleton for LayoutTiles // Make a new GameObject to be the TileAnchor (the parent transform of // all Tiles). This keeps Tiles tidy in the Hierarchy pane. GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; // Read the XML roomsXMLR = new PT_XMLReader(); // Create a PT_XMLReader roomsXMLR.Parse(roomsText.text); // Parse the Rooms.xml file roomsXML = roomsXMLR.xml["xml"][0]["room"]; // Pull all the <room>s // Build the 0th Room BuildRoom(roomNumber); }
void Awake() { S = this; // Задаём синглтон // Создаём новый ио чтобы быть якорем для всех плит // сохранит нашу иерархию чистой GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; // Читаем XML roomsXMLR = new PT_XMLReader(); // Создаём считыватель roomsXMLR.Parse(roomsText.text); // Передаём Rooms.xml roomsXML = roomsXMLR.xml["xml"][0]["room"]; // Достаём все комнаты }
void Start() { S = this; //Singleton for LayoutTiles //Make a new GameObject to be the TileAnchor (the parent transform of all Tiles). To keep Tiles tidy in the hierarchy pane GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; //Read the XML roomsXMLR = new PT_XMLReader(); //Create a PT_XMLReader, which is lighter-weight that what's on .NET roomsXMLR.Parse(roomsText.text); //Parse the Rooms.xml file roomsXML = roomsXMLR.xml["xml"][0]["room"]; //Pull all the <room>s //Build the 0th room BuildRoom(roomNumber); }
//Methods void Start() { S = this; //Make tile anchor GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; //Read room xml roomsXMLR = new PT_XMLReader(); roomsXMLR.Parse(roomsText.text); roomsXML = roomsXMLR.xml ["xml"] [0] ["room"]; //Build 0th room BuildRoom(roomNumber); }
private void Start() { S = this; //Make a new GameObject to be the TileAnchor (the parent transform of all tiles). //This keeps Tiles tidy in the Hierarchy pane; GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; //Read the XML roomsXMLR = new PT_XMLReader(); roomsXMLR.Parse(roomsText.text); roomsXML = roomsXMLR.xml["xml"][0]["room"]; // Get all the <rooms>s //Build the 0 room BuildRoom(roomNumber); }
private void Awake() { instance = this; // Make a group for all tiles GameObject anchor = new GameObject("tileAnchor"); tileAnchor = anchor.transform; // Read the JSON file RoomsFile customRooms = null; if (!string.IsNullOrEmpty(loadPath)) { try { customRooms = JsonConvert.DeserializeObject <RoomsFile>(File.ReadAllText(loadPath)); } catch (System.Exception e) { Debug.LogError("Could not load custom rooms file due to a " + e.GetType().Name); Debug.LogError(e.StackTrace); } } if (customRooms == null) { if (loadOriginal) { roomsData = JsonConvert.DeserializeObject <RoomsFile>(originalRoomsFile.text); } else { roomsData = JsonConvert.DeserializeObject <RoomsFile>(roomsFile.text); } } else { roomsData = customRooms; } roomId = roomsData.startingRoom; }
private void Awake() { //为LayoutTiles设置Singleton值 S = this; //创建一个新的GameObject为TileAnchor GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; //读取XML //创建一个PT_XMLReader对象 roomsXMLR = new PT_XMLReader(); //解析Rooms.xml文件 roomsXMLR.Parse(roomsText.text); //导出所有<room> roomsXML = roomsXMLR.xml["xml"][0]["room"]; //建立第0个room BuildRoom(roomNumber); }
void Start() { S = this; // Set the Singleton for LayoutTiles // Make a new GameObject to be the TileAnchor (the parent transform of // all Tiles). This keeps Tiles tidy in the Hierarchy pane. GameObject tAnc = new GameObject("TileAnchor"); tileAnchor = tAnc.transform; Utils.tr("..........",tileAnchor); // Read the XML levelsXMLR = new PT_XMLReader(); // Create a PT_XMLReader levelsXMLR.Parse(levelText.text); // Parse the Rooms.xml file levelsXML = levelsXMLR.xml["xml"][0]["level"]; // Pull all the <room>s BuildLevel (ApplicationModel.XMLlevel); }