public void OnOtherResult(IResultBase result, ResultControl control, BuffControl buffControl) { for (int index = 0; index < m_list.Length; ++index) { m_list[index].OnOtherResult(result, control, buffControl, this); } }
public void OnSelfResult(IResultBase result, ResultControl resultControl, BuffControl buffControl) { for (int index = 0; index < m_list.Length; ++index) { m_list[index].OnSelfResult(result, resultControl, buffControl, this); } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); player.gameSceneControl = this; levelControl = new LevelControl(); levelControl.gameSceneControl = this; levelControl.player = player; levelControl.oniGroupPrefab = oniGroupPrefab; levelControl.Create(); resultControl = new ResultControl(); gameUIControl = GameUIControl.Instance; scoreControl = gameUIControl.scoreControl; result.oniDefeatNum = 0; result.evaluationCount = new int[(int)Evaluation.Num]; result.rank = 0; result.score = 0; result.scoreMax = 0; for (int i = 0; i < result.evaluationCount.Length; i++) { result.evaluationCount[i] = 0; } fadeControl = FadeControl.Instance; fadeControl.Fade(3.0f, new Color(0, 0, 0, 1.0f), new Color(0, 0, 0, 0)); nextState = State.Start; }
public virtual void OnOtherResult(IResultBase result, ResultControl control) { m_list.ForEach(delegate(Buff buff) { if (buff.IsEnable) { buff.OnOtherResult(result, control, this); } }); }
private void Awake() { if (Instance == null) { Instance = this; } // ゲーム初回起動時に取得する要素 card = GetComponent <CardControl>(); fade = GetComponent <FadeControl>(); result = GetComponent <ResultControl>(); turnCounter = GetComponent <TurnCounter>(); getCardBox = getCardBoxMainObj.transform.GetChild(0).gameObject; getCardBoxButton = getCardBoxMainObj.transform.GetChild(1).GetComponent <Button>(); title = GetComponent <TitleControl>(); }
// -------------------------------------------------------------------------------- // void Start() { // プレイヤーのインスタンスを探しておく. this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); this.player.scene_control = this; // スコアのインスタンスを探しておく. this.score_control = GetComponent <ScoreControl>(); // カメラのインスタンスを探しておく. this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.create(); this.result_control = new ResultControl(); // GUI 制御のスクリプト(コンポーネント). this.gui_control = this.GetComponent <GUIControl>(); // フェードコントロールの追加 fader = gameObject.AddComponent <FadeControl>(); // ゲームの結果をクリアーしておく. this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for (int i = 0; i < this.result.eval_count.Length; i++) { this.result.eval_count[i] = 0; } // フェードインで開始 this.fader.fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); this.step = STEP.START; }
// -------------------------------------------------------------------------------- // void Start() { // 查找玩家的实例对象 this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); this.Display = GameObject.FindGameObjectWithTag("Display"); this.player.scene_control = this; // 查找得分的实例 this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.create(); this.result_control = new ResultControl(); // GUI 控制脚本(组件) this.gui_control = GUIControl.get(); // 添加淡入淡出控制. this.score_control = this.gui_control.score_control; // 清空游戏的结果 this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for (int i = 0; i < this.result.eval_count.Length; i++) { this.result.eval_count[i] = 0; } // 开始淡入 this.fader = FadeControl.get(); this.fader.fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); this.next_step = STEP.START; }
private void InitUserControls(IntegrationTestsRunner runner) { _home = new HomeControl(runner); formFunctionPointer += new functioncall(RenameDB); editTablePointer += new functioncall2(EditTable); _home.userFunctionPointer = formFunctionPointer; _home.tableEditPointer = editTablePointer; //------------------------------------------------------------ _renameDBControl = new RenameDBControl(runner); renameDbNamePointer += new renamecall(HomePage); _renameDBControl.userSaveControl = renameDbNamePointer; //------------------------------------------------------------ _tableControl = new TableControl(runner); tablePointer += new renamecall(HomePage); _tableControl.tablePointer = tablePointer; //------------------------------------------------------------ _queryControl = new QueryControl(runner); queryPointer += new queryResultcall(ShowResult); _queryControl.queryPointer = queryPointer; //------------------------------------------------------------ _resultControl = new ResultControl(runner); }
// ----------------------------------------------------------------------------------- void Start() { // 获取角色相机对象 this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); this.player.scene_control = this; this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); // 初始化生成器 this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.create(); // 初始化结果计算器 this.result_control = new ResultControl(); // UI控制组件 this.gui_control = GUIControl.get(); this.score_control = this.gui_control.score_control; // 清空游戏结果 this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for (int i = 0; i < this.result.eval_count.Length; i++) { this.result.eval_count[i] = 0; } this.fader = FadeControl.get(); this.fader.fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); // 开始游戏 this.next_state = STATE.START; }
public virtual void OnOtherResult(IResultBase result, ResultControl resultControl, BuffControl buffControl, Buff buff) { }
public virtual void OnSelfResult(IResultBase result, ResultControl resultControl, BuffControl buffControl, Buff buff) { }
public override void PreProcess(ResultControl control) { }
// -------------------------------------------------------------------------------- // void Start() { // プレイヤーのインスタンスを探しておく. this.player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControl>(); this.player.scene_control = this; // スコアのインスタンスを探しておく. this.score_control = GetComponent<ScoreControl>(); // カメラのインスタンスを探しておく. this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.create(); this.result_control = new ResultControl(); // GUI 制御のスクリプト(コンポーネント). this.gui_control = this.GetComponent<GUIControl>(); // フェードコントロールの追加 fader = gameObject.AddComponent<FadeControl>(); // ゲームの結果をクリアーしておく. this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for(int i = 0;i < this.result.eval_count.Length;i++) { this.result.eval_count[i] = 0; } // フェードインで開始 this.fader.fade( 3.0f, new Color( 0.0f, 0.0f, 0.0f, 1.0f ), new Color( 0.0f, 0.0f, 0.0f, 0.0f ) ); this.step = STEP.START; }
public virtual void Execute(ResultControl control) { }
public virtual void PreProcess(ResultControl control) { }
public override void Execute(ResultControl control) { }