private void OnMouseOver() { if (!ifBeforeSettle && Input.GetMouseButtonUp(0)) { MonitorSystem.pushIn(this); } }
private IEnumerator beforeSettle() { if (Input.GetMouseButtonUp(0) && GameSystem.ifOnLand()) { ifBeforeSettle = false; transform.GetChild(0).gameObject.layer = 0; gameObject.layer = 0; MonitorSystem.Settle(); GameSystem.PlayAudio(GameSystem.settings.音效clip.种监视器); GameSystem.ShowWave(transform.position); GameSystem.AddAlert(GameSystem.settings.方式的警戒影响基数.监视); yield return(0); } else if (Input.GetMouseButtonUp(1)) { MonitorSystem.Settle(); Destroy(gameObject); yield return(0); } else { transform.position = Camera.main.ScreenToWorldPoint(Input.mousePosition) + Vector3.forward * 20; yield return(0); yield return(beforeSettle()); } }
static void Main(string[] args) { //Without Facade var controlSystem = new ControlSystem(); var monitorSystem = new MonitorSystem(); var navigationSystem = new NavigationSystem(); //TurnOff controlSystem.ControlSystemOff(); monitorSystem.MonitorSystemOff(); navigationSystem.NavigationSystemOff(); //TurnOn controlSystem.ControlSystemOn(); monitorSystem.MonitorSystemOn(); navigationSystem.NavigationSystemOn(); //With Facade var mySystemFacade = new SystemFacade(); mySystemFacade.TurnSystemOff(); mySystemFacade.TurnSystemOn(); }
private void Awake() { setting = this; }
public SystemFacade() { m_controlSystem = new ControlSystem(); m_monitorSystem = new MonitorSystem(); m_navigationSystem = new NavigationSystem(); }
private void Awake() { PlayerList = new List <BasicEntity> (); EnemyList = new List <BasicEntity> (); basicSystems = new List <BasicSystem> (); //找到对应game object动态加载实体 ////动态加载模块 //AttackComponent attackComponent = GameObject.Find ("HealthyCube").AddComponent<AttackComponent> (); ////必须执行,依次加载组件的初始化,动态加载的组件会在组件管理器中注册 //attackComponent.Init (ComponentType.Attack, cube); ////必须执行,最后初始化实体,它会把直接挂载在game object上的组件一起注册 //cube.Init (); //PlayerList.Add (cube); DeadSystem deadSystem = new DeadSystem(); deadSystem.M_LinkedType = ComponentType.Dead; HideSystem hideSystem = new HideSystem(); hideSystem.M_LinkedType = ComponentType.Hide; MoveSystem moveSystem = new MoveSystem(); moveSystem.M_LinkedType = ComponentType.Move; AttackSystem attackSystem = new AttackSystem(); attackSystem.M_LinkedType = ComponentType.Attack; InputSystem inputSystem = new InputSystem(); inputSystem.M_LinkedType = ComponentType.Input; UISystem uiSystem = new UISystem(); uiSystem.M_LinkedType = ComponentType.UI; CheerUpSystem cheerUpSystem = new CheerUpSystem(); cheerUpSystem.M_LinkedType = ComponentType.CheerUp; MonitorSystem monitorSystem = new MonitorSystem(); monitorSystem.M_LinkedType = ComponentType.Monitor; KnockSystem knockSystem = new KnockSystem(); knockSystem.M_LinkedType = ComponentType.Knock; ItemSystem itemSystem = new ItemSystem(); itemSystem.M_LinkedType = ComponentType.Item; AISystem aiSystem = new AISystem(); aiSystem.M_LinkedType = ComponentType.AI; basicSystems.Add(deadSystem); basicSystems.Add(hideSystem); basicSystems.Add(moveSystem); basicSystems.Add(attackSystem); basicSystems.Add(inputSystem); basicSystems.Add(uiSystem); basicSystems.Add(cheerUpSystem); basicSystems.Add(monitorSystem); basicSystems.Add(knockSystem); basicSystems.Add(itemSystem); basicSystems.Add(aiSystem); }