public void initData(Transform pCameraTransform, Transform pRoleTranform, Vector3 pPos, Canvas pCanvas) { App.Game.character = this; mainRoleState = new RoleStateMgr(); mainRoleState.initData(roleInstance); mainRoleState.setJumpTime(csJumpUpTime * 2); jumpCheck = roleInstance.transform.GetComponent <jumpColider>(); jumpCheck.jumpDownOver = jumpDownOver; jumpCheck.isUse = false; rolePosCamer = new RolePosAndCamerMgr(); rolePosCamer.initData(roleInstance, pCameraTransform, pRoleTranform, pPos, pCanvas); mainPro = roleInstance.transform.GetComponent <roleProperty>(); mainPro.InitData(pCameraTransform, pCanvas.transform); //计算跳跃的加速度 //s=0.5*a*t*t a= s/0.5/t/t jumpA = csJumpHeightMax / 0.5f / csJumpUpTime / csJumpUpTime; updateGravity(); // setJumpDownRigidBody(); // test(); //testGrav(); sceneAlpha = null; attackMonster = null; isStart = true; roleIsAttack = false; roleIsEscape = false; roleIsDie = false; }
// Update is called once per frame void Update() { if (isSceneStart) { return; } if (isInit == false) { sceneMaze = this.gameObject.transform.GetComponent <Generator3D>(); roleMain = this.gameObject.transform.GetComponent <Main>(); } if (sceneIsFinish == false) { if ((sceneMaze.getIsInit()) && (roleMain.getIsInit())) { roleMain.createRole(sceneMaze.firstPos); sceneAlphaControl sceneAlpha = Camera.main.GetComponent <sceneAlphaControl>(); sceneAlpha._target = roleMain.character.roleInstance; sceneIsFinish = true; } } }
private void drawSceneAlpha() { if (sceneAlpha == null) { sceneAlpha = Camera.main.GetComponent <sceneAlphaControl>(); } sceneAlpha.drawSceneAlpha(); }
public void initData(Transform pCameraTransform, Transform pRoleTranform, Vector3 pPos, Canvas pCanvas, Transform pMapCamerTransform, //Transform pRoleFlagTrans, Transform pMonsterParent) { App.Game.character = this; //mainRoleState = new RoleStateMgr(); //mainRoleState = roleInstance.transform.GetComponent<RoleStateMgr>(); //mainRoleState.initData(roleInstance); monsterParent = pMonsterParent; mainRoleState = roleInstance.transform.GetComponent <roleAI>(); mainRoleState.AIInitData(roleInstance); rolePosCamer = new RolePosAndCamerMgr(); rolePosCamer.initData(roleInstance, pCameraTransform, pRoleTranform, pPos, pCanvas, pMapCamerTransform); mainPro = roleInstance.transform.GetComponent <roleProperty>(); mainPro.InitData(pCameraTransform, pCanvas.transform, 1); //计算跳跃的加速度 //s=0.5*a*t*t a= s/0.5/t/t jumpA = csJumpHeightMax / 0.5f / csJumpUpTime / csJumpUpTime; updateGravity(); // setJumpDownRigidBody(); // test(); //testGrav(); sceneAlpha = null; attackMonster = null; isStart = true; roleIsAttack = false; roleIsEscape = false; roleIsDie = false; skillInit(); }