public float DecreasingProbability = 0.1f; //根据已有的道具数动态调节产生道具的概率 void Start() { sceneController = (SceneController_Playing)SSDirector.getInstance().currentSceneController; for (int i = 0; i < 5; i++) { float sieve = Random.Range(0f, 1f); //筛子决定是否生成道具 Debug.Log(sieve); if (sieve < ItemProbability) { sieve = Random.Range(0f, 1f); //重新掷筛子决定生成道具的类型 if (sieve < RocketProbability) { createItem("Rocket"); } else if (sieve < ShieldProbability + RocketProbability) { createItem("Shield"); } else if (sieve < TrapProbability + ShieldProbability + RocketProbability) { createItem("Trap"); } else if (sieve < ArmsProbability + TrapProbability + ShieldProbability + RocketProbability) { createItem("Arms"); } } if (ItemProbability == 0f) { break; } } }
void Start() { //将当前的动作管理者设为自身 SceneController_Playing sceneController = (SceneController_Playing)SSDirector.getInstance().currentSceneController; sceneController.currentActionManager = this; }
void Start() { sceneController = (SceneController_Playing)SSDirector.getInstance().currentSceneController; sceneController.currentScoreRecorder = this; showScore = false; boardScale = new Vector3(0f, 0f, 1f); score = 0f; }
private void Start() { sceneController = (SceneController_Playing)SSDirector.getInstance().currentSceneController; recorder = (ScoreRecorder)FindObjectOfType(typeof(ScoreRecorder)); currentPlatform = "StartPlatform"; Item = GameObject.Find("EasyTouchControlsCanvas/Item").GetComponent <ETCButton>(); Item.onPressed.AddListener(useItem); Item.onUp.AddListener(freeItem); }
// Use this for initialization void Start() { SceneController_Playing sceneController = (SceneController_Playing)SSDirector.getInstance().currentSceneController; sceneController.currentObjectFactory = this; GameObject[] platform = GameObject.FindGameObjectsWithTag("Platform"); foreach (GameObject p in platform) { p.GetComponent <BuildingScript>().enabled = true; } }