private void OnTriggerEnter2D(Collider2D collision) { if (collision.gameObject.name == "Hero") { LoadController load = GameObject.Find("SavaPoint").GetComponent <LoadController> (); load.Reload(collision.gameObject); } }
private void Awake() { instance = this; characterMovement = FindObjectOfType <CharacterMovement>(); vrInputs = FindObjectsOfType <VRControllerInput>(); controllerLoader = FindObjectOfType <LoadController>(); turningForce = FindObjectOfType <CarAngle>(); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Debug.Log("Instance already exists, destroying object!"); Destroy(this); } }
/* * uimanager = referentie static naar zichzelf * gooi alle variabelen van UI er van tevoren in, sinds er geen switching van scenes is * 1 void overload functie voor elk item wat je aan / uit wilt zetten, in de ui buttons zelf kan je hem overloaden * met 1 ui object * die functie is letterlijk: zet alles uit, zet daarna overloaded item aan */ void Awake() { instance = this; gameManager = GameObject.FindWithTag("GameManager"); _MainMenu = gameManager.GetComponent <MainMenu>(); _SettingsMenu = gameManager.GetComponent <SettingsMenu>(); _PauseMenu = gameManager.GetComponent <PauseMenu>(); _UIManager = GetComponent <UIManager>(); _LoadController = gameManager.GetComponent <LoadController>(); isCursorLocked = false; //CursorMode(); }
IEnumerator loadXml(string url, LoadController controller) { WWW www = new WWW(url); yield return(www); if (www.error == null) { controller(OK, www); } else { controller(ERROR, www); } }
void Awake() { // DontDestroyOnLoad (this); if (music == null) { music = this; //time.music = this.GetComponent<AudioSource> (); } else { Destroy(gameObject); } checkIfMenu(); }
/// <summary> /// Takes a SaveInfoMember. Saves corresponding Game/User setting to file. /// </summary> /// <param name="members">The type of settings to save.</param> public static void SaveSetting(SIMember member) { SaveInfo saveInfo = LoadController.LoadSavedInfo(); if (member == SIMember.CONTROL_TYPE) { saveInfo.controlType = UserSettings.ControlType; } else if (member == SIMember.CURRENT_LEVEL) { saveInfo.currentLevel = GameSettings.CurrentLevel; } else if (member == SIMember.CURRENT_PLAYER_SHIP) { saveInfo.currentPlayerShip = GameSettings.CurrentPlayerShip; } WriteToFile(saveInfo); }
void Awake() { sound = GameObject.Find("MainMenuUISounds").GetComponent <AudioSource>(); _load = GetComponent <LoadController>(); scrollScript = GetComponent <MainMenuScroll>(); }
// Update is called once per frame void Update() { Vector3 vec = Vector3.right * transform.localScale.x; //int offset = 0; for (int i = 0; i < m_shootingSide.Length; i++) { for (int j = 0; j < m_halfSideBulletNumber; j++) { Vector3 angle = Quaternion.AngleAxis(m_shootingSide [i] * (j + 1) * m_angleInterval, Vector3.forward) * vec; Vector3 end = transform.position + angle * m_rayLength; Debug.DrawLine(transform.position, end, Color.red); hit = Physics2D.Raycast(transform.position, angle, m_rayLength, m_layer); if (hit.collider != null) { //m_vertices [i * m_halfSideBulletNumber + j + offset] = new Vector2 (hit.point.x - transform.position.x, hit.point.y - transform.position.y); if (hit.collider.name == "Hero") { LoadController load = GameObject.Find("SavaPoint").GetComponent <LoadController> (); load.Reload(hit.collider.gameObject); } } else { //m_vertices [i * m_halfSideBulletNumber + j + offset] = angle * m_rayLength; } //input //求法线向量与物体上方向向量点乘,结果为1或-1,修正旋转方向 //float aAngle = Vector3.Angle (Vector3.right, angle) * Mathf.Sign (Vector3.Dot (angle, Vector3.up)); //aSimpleBullet.transform.Rotate (Vector3.forward, aAngle); //aSimpleBullet.m_isPlayerFire = m_isPlayerFire; //aSimpleBullet.InitBullet (angle, m_bulletSpeed, m_bulletAttack, m_bulletDuration, m_bulletRepelDistance); } //offset += 1; } Debug.DrawLine(transform.position, (transform.position + vec * m_rayLength), Color.red); hit = Physics2D.Raycast(transform.position, vec * m_rayLength, m_rayLength, m_layer); if (hit.collider != null) { //m_vertices [m_halfSideBulletNumber -2] = new Vector2 (hit.point.x - transform.position.x, hit.point.y - transform.position.y); if (hit.collider.name == "Hero") { LoadController load = GameObject.Find("SavaPoint").GetComponent <LoadController> (); load.Reload(hit.collider.gameObject); } } else { //m_vertices [(i + 1) * m_halfSideBulletNumber] = vec * m_rayLength; } //m_vertices [m_vertices.Length - 1] = Vector3.zero; //Vector2 temp = m_vertices [1]; //m_vertices [1] = m_vertices [0]; //m_vertices [0] = temp; //Vector3 [] vertices3D = System.Array.ConvertAll<Vector2, Vector3> (m_vertices, v => v); //// Use the triangulator to get indices for creating triangles //Triangulator triangulator = new Triangulator (m_vertices); //int [] indices = triangulator.Triangulate (); //Color [] colors = new Color [vertices3D.Length]; //for (int i = 0; i < colors.Length; i++) { // colors [i] = Color.red; // colors [i].a = 0.5f; //} //// Create the mesh //var mesh = new Mesh { // vertices = vertices3D, // triangles = indices, // colors = colors //}; //mesh.RecalculateNormals (); //mesh.RecalculateBounds (); //filter.mesh = mesh; }
public void loadSettings(string urlAddr, LoadController load) { StartCoroutine(loadXml(urlAddr, load)); }
// Update is called once per frame void Update() { /////////////////// Load Player if (recvMsg.Count <= peopleNum && flag == false) { recvMsg = LoadController.LoadCharacter(); for (int i = 0; i < recvMsg.Count; i++) { //Debug.Log(recvMsg[i].Username); if (GameObject.Find(recvMsg[i].Username) == null) { //Debug.Log(recvMsg[i].Username); ModelLayer.CreateCharacter(recvMsg[i]); ViewLayer.CreateCharacter(recvMsg[i], playerObject); } } } //Debug.Log(recvMsg.Count + " " + flag); if (recvMsg.Count == peopleNum && flag == false) { for (int i = 0; i < peopleNum; i++) { Debug.Log("index = " + i + ", name = " + ModelLayer.PlayerName[i] + ", id = " + ModelLayer.PlayerMap[ModelLayer.PlayerName[i]]); } startTime = Time.time + 3f; flag = true; } /////////////////// Player Operation if (flag == true && Time.time >= startTime) { ModelLayer.RefreshMessage(username); ModelLayer.MovePosition(username); //Debug.Log("1 " + ModelLayer.msg.Optype); Skill0Button.onClick.AddListener( delegate { ModelLayer.ReleaseSkill0(username); } ); Skill1Button.onClick.AddListener( delegate { ModelLayer.ReleaseSkill1(username); } ); //Debug.Log("2 " + ModelLayer.msg.Optype + " " + ModelLayer.skillQueue.Count); ModelLayer.SendMessage(); //Debug.Log("3 " + ModelLayer.msg.Optype); ModelLayer.ReceiveMessage(); int userId = ModelLayer.PlayerMap[username]; int diff = ModelLayer.SkillNextFrame[userId][0] - ModelLayer.clientFrame; if (diff >= 0) { Skill0CD.text = (diff / 20).ToString(); } else { Skill0CD.text = ""; } diff = ModelLayer.SkillNextFrame[userId][1] - ModelLayer.clientFrame; if (diff >= 0) { Skill1CD.text = (diff / 20).ToString(); } else { Skill1CD.text = ""; } ViewLayer.MovePosition(); ViewLayer.PlayerAnimation(); } }
protected void Page_Load(object sender, EventArgs e) { loadController = new LoadController(); questionClassBLL = new QuestionClassBLL(); initData(false); }
void Awake() { loadController = GameObject.Find("GameManager").GetComponent <LoadController>(); }
void Awake() { ui = GameObject.Find("Canvas").GetComponent <UIManager>(); load = GameObject.Find("Canvas").GetComponent <LoadController>(); }
public LoadControllerTest() { controller = new LoadController(); }