예제 #1
0
    void Start()
    {
        ROFL.GetComponent <UILabel> ().text        = "Rate of Fire: " + (gameObject.GetComponent <TurretControl> ().TimeBetweenShotsInSec * 100).ToString();
        HPDealtL.GetComponent <UILabel> ().text    = "HP Dealt on Hit: " + gameObject.GetComponent <TurretControl> ().HPOnHit.ToString();
        HitPercentL.GetComponent <UILabel> ().text = "Hit Percentage: " + (gameObject.GetComponent <TurretControl> ().HitPercentage * 100).ToString() + "%";
        RangeL.GetComponent <UILabel> ().text      = "Attack Range: " + (gameObject.GetComponent <TurretControl> ().Range * 100).ToString() + "M";
        TypeL.GetComponent <UILabel> ().text       = "Projectile Type: " + gameObject.GetComponent <TurretControl> ().ProjectileType.ToString();
        NameL.GetComponent <UILabel> ().text       = gameObject.GetComponent <TurretControl> ().TowerType.ToString();
        RotationL.GetComponent <UILabel> ().text   = "Rotation Speed: " + gameObject.GetComponent <TurretControl> ().RotationSpeed.ToString();

        NGUITools.SetActive(TD, false);
    }
예제 #2
0
    /// <summary>
    /// 指定色のグリッドエリアの落下を開始
    /// ※RigitBodyのFreezePosition(y)を解除
    /// </summary>
    /// <param name="color"></param>
    public void StartFall(DataBase.COLOR color)
    {
        List <Grid> list = null;

        //  判定するリストが何色か判定
        switch (color)
        {
        case DataBase.COLOR.RED:
            list = reds;
            break;

        case DataBase.COLOR.BLUE:
            list = blues;
            break;

        case DataBase.COLOR.GREEN:
            list = greens;
            break;

        case DataBase.COLOR.YELLOW:
            list = yellows;
            break;
        }

        //  リストのnull判定
        if (list == null)
        {
            return;
        }

        //  落下処理
        foreach (var it in list)
        {
            Transform parent = it.transform.parent;
            TypeL     typeL  = parent.GetComponent <TypeL>();

            if (typeL)
            {
                //Positionのyのみ解除
                RigidbodyConstraints mask =
                    RigidbodyConstraints.FreezeRotation |
                    RigidbodyConstraints.FreezePositionX |
                    RigidbodyConstraints.FreezePositionZ;

                //マスクの割り当て
                typeL.SetConstraints(mask);
                return;
            }
        }
    }
예제 #3
0
    /// <summary>
    /// グリッドのResetZoneの衝突
    /// </summary>
    /// <param name="other"></param>
    private void HitGrid(Collider other)
    {
        //親オブジェクト
        var parent = other.GetComponent <Grid>().gameObject.transform.parent;

        //親オブジェクトに付いているTypeL取得
        TypeL typeL = parent.GetComponent <TypeL>();

        if (typeL)
        {
            //  All Freeze!
            RigidbodyConstraints mask = RigidbodyConstraints.FreezeAll;

            typeL.SetConstraints(mask);
            typeL.ResetPosition();
            typeL.StartRevival();
        }
    }