// Use this for initialization void Start() { cSoundManager.INSTANCE.Play(2); m_firstCash = cDataManager.INSTANCE.PLAYER.m_Cash; m_firstGameMoney = cDataManager.INSTANCE.PLAYER.m_GameMoney; cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prefab_Bullet_Default").name, 5, cPrefabManager.INSTANCE.FindPrefab("Prefab_Bullet_Default")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Blood").name, 5, cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Blood")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Rock").name, 5, cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Rock")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_Minion").name, 5, cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_Minion")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Explosion").name, 1, cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Explosion")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_Minion_Interporate").name, 5, cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_Minion_Interporate")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_Item").name, 5, cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_Item")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Item").name, 5, cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Item")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_LightMinion").name, 1, cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_LightMinion")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_LightMinionAttack").name, 1, cPrefabManager.INSTANCE.FindPrefab("Prefab_Unit_LightMinionAttack")); cObjectPool.INSTANCE.Setting(cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Clear").name, 1, cPrefabManager.INSTANCE.FindPrefab("Prerfab_Effect_Clear")); cDataManager.INSTANCE.PLAYER.m_event += PlayerDataObserver; cDataManager.INSTANCE.PLAYER.Notify(); m_player = cStopWatch.INSTANCE.m_player.GetComponent <cUnit_Player>(); StartCoroutine("GameStartAfterCountDown"); StartCoroutine("InGameHPAnimation", cDataManager.INSTANCE.PLAYER.m_hp); UIInGameSkillUpdate(); m_FirstMoneyInGame = cDataManager.INSTANCE.PLAYER.m_GameMoney; m_FirstSCashInGame = cDataManager.INSTANCE.PLAYER.m_Cash; }
public override void Use(cUnit_Player _player = null) { _player.m_FireLevel++; if (_player.m_FireLevel > 2) { _player.m_FireLevel = 2; return; } if (_player.m_FireLevel == 1) { _player.m_leftFirePos.gameObject.SetActive(true); _player.StartCoroutine("FireLeft"); } else if (_player.m_FireLevel == 2) { _player.m_rightFirePos.gameObject.SetActive(true); _player.StartCoroutine("FireRight"); } }
public override void Use(cUnit_Player _player = null) { cDataManager.INSTANCE.PLAYER.m_Attack += m_itemData; cDataManager.INSTANCE.PLAYER.Notify(); }
public abstract void Use(cUnit_Player _player = null);
public override void Use(cUnit_Player _player = null) { cDataManager.INSTANCE.PLAYER.m_GameMoney += cItem_Factory.MakeItem(m_name).m_goldPrice; cDataManager.INSTANCE.PLAYER.Notify(); }
public override void Use(cUnit_Player _player = null) { _player.StartCoroutine("CoActiveMagnet", m_time); }