public void loadResources() { GameObject water = Instantiate(Resources.Load("Perfabs/Water", typeof(GameObject)), water_pos, Quaternion.identity, null) as GameObject; water.name = "water"; fromCoast = new CoastController(new Vector3(9, 1, 0)); toCoast = new CoastController(new Vector3(-9, 1, 0)); for (int i = 0; i < 6; i++) { MyCharacterController mc; if (i < 3) { mc = new MyCharacterController(CharacterType.Devil); } else { mc = new MyCharacterController(CharacterType.Priest); } characters[i] = mc; var _pos = fromCoast.getEmptyPosition(); mc.setPosition(_pos); mc.getOnCoast(fromCoast.getGameobj(), _pos, CharacterPosition.From); fromCoast.addCharacter(mc); } boat = new BoatController(boatFromPosition, boatToPosition); userGui.state = GameState.NotWin; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; }
void Start() { Debug.Log("First SceneController Start!"); gameGUI = gameObject.AddComponent <pageImage>() as pageImage; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; this.gameObject.AddComponent <DiskFactory>(); }
public override void onEnter() { // // This test MUST be done in 'onEnter' and not on 'init' // otherwise the paused action will be resumed at 'onEnter' time // base.onEnter(); CCSize s = CCDirector.sharedDirector().getWinSize(); CCLabelTTF l = CCLabelTTF.labelWithString("After 5 seconds grossini should move", "Arial", 16); addChild(l); l.position = (new CCPoint(s.width / 2, 245)); // // Also, this test MUST be done, after [super onEnter] // CCSprite grossini = CCSprite.spriteWithFile(s_pPathGrossini); addChild(grossini, 0, kTagGrossini); grossini.position = (new CCPoint(200, 200)); CCAction action = CCMoveBy.actionWithDuration(1, new CCPoint(150, 0)); CCActionManager.sharedManager().addAction(action, grossini, true); schedule(unpause, 3); }
public void unpause(float dt) { unschedule(unpause); CCNode node = getChildByTag(kTagGrossini); CCActionManager.sharedManager().resumeTarget(node); }
void Awake() { Director.getInstance().currentSceneController = this; guiCtrl = gameObject.AddComponent <FirstSceneGuiCtrl>() as FirstSceneGuiCtrl; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; loadResources(); }
// Use this for initialization void Start() { Factory = Singleton <PatrolFactory> .Instance; ActionManager = Singleton <CCActionManager> .Instance; LoadPatrol(); //OnStartServer(); Debug.Log("1"); }
public void resumeGrossini(float time) { this.unschedule(resumeGrossini); CCNode pGrossini = getChildByTag((int)KTag.kTagGrossini); CCActionManager.sharedManager().resumeTarget(pGrossini); }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentScenceController = this; DF = DiskFactory.DF; Manager = GetComponent <CCActionManager>(); }
/*initial period*/ void Awake() { SSDirector director = SSDirector.getInstance(); director.setFPS(60); director.currentScenceController = this; director.currentScenceController.GenGameObject(); actionManager = GetComponent <CCActionManager> (); }
private int score_round3 = 25; //去到第三回合所需分数 void Start() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; disk_factory = Singleton <DiskFactory> .Instance; am = gameObject.AddComponent <CCActionManager>() as CCActionManager; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; }
public void getOffBoat(environmentController envCtrl, CCActionManager actionManager) { status = "shore"; people.transform.parent = null; Vector3 aim = envCtrl.getPosVec(size, number); CCPeopleMoveing peopleMove = CCPeopleMoveing.GetSSAction(aim); actionManager.RunAction(people, peopleMove, null); }
public void reset(environmentController envCtrl, CCActionManager actionManager) { size = defaultSize; status = "shore"; people.transform.parent = null; CCPeopleMoveing peopleMove = CCPeopleMoveing.GetSSAction(envCtrl.getPosVec(size, number)); actionManager.RunAction(people, peopleMove, null); }
public void getOnBoat(boatController boatCtrl, CCActionManager actionManager) { status = "boat"; people.transform.parent = boatCtrl.getBoat().transform; Vector3 aim = boatCtrl.getBoatPos(getName()); CCPeopleMoveing peopleMove = CCPeopleMoveing.GetSSAction(aim); actionManager.RunAction(people, peopleMove, null); }
public void reset(CCActionManager actionManager) { nameOfPeopleOnBoat [0] = nameOfPeopleOnBoat [1] = ""; size = defaultSize; CCBoatMoveing boatMove = CCBoatMoveing.GetSSAction(); boatMove.aim = rightPos; actionManager.RunAction(boat, boatMove, null); size = "right"; }
void Awake() { SSDirector director = SSDirector.getInstance(); director.setFPS(60); director.currentScenceController = this; director.currentScenceController.LoadResources(); actionManager = new CCActionManager(); }
// the first scripts void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; director.CurrentSceneController.LoadResources(); usergui = gameObject.AddComponent <UserGUI>() as UserGUI; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; actionManager.Start(); }
List <GameObject> no_shot_list = new List <GameObject>(); //未被击中的飞碟列表 void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; this.gameObject.AddComponent <UFOFactory>(); ufo_factory = Singleton <UFOFactory> .Instance; am = gameObject.AddComponent <CCActionManager>() as CCActionManager; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; this.LoadResources(); }
void Start() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; loadResources(); actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; judge = gameObject.AddComponent <Judge>() as Judge; judge.setJudge(characters, boat, this); status = GameStatus.playing; }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; user = gameObject.AddComponent <UserGUI> () as UserGUI; //添加UserGUI脚本作为组件 //characters = new MyCharacterController[6]; team = new List <MyCharacterController>(); manager = gameObject.AddComponent <CCActionManager> () as CCActionManager; LoadResource(); }
void Awake() { Director director = Director.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; characters = new Character[6]; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; ifGameover = false; LoadResources(); }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; am = gameObject.AddComponent <CCActionManager>() as CCActionManager; judge = gameObject.AddComponent <Judge>() as Judge; role = new RoleModel[6]; director.currentSceneController.LoadResources(); }
public bool gaming = true; //用于判断游戏是否正在进行,由于目前还不存在起始界面,所以一开始游戏就开始了 void Awake() { speed = 4; SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; userGui = gameObject.AddComponent <UserGUI>() as UserGUI; director.CurrentSceneController.LoadResource(); judger = gameObject.AddComponent <Judger>() as Judger; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; }
void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; diskFactory = Singleton <DiskFactory> .Instance; userGui = gameObject.AddComponent <UserGUI>() as UserGUI; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; scoreRecorder = new ScoreRecorder(); }
public void Awake() { SceneDirector.GetInstance().CSController = this; actionManager = GetComponent <CCActionManager>() as CCActionManager; BFSsolution solver = new BFSsolution(); Node beginNode = new Node(3, 3, true, 3, 3); currentNode = beginNode; endNode = new Node(0, 0, false, 3, 3); this.solutionPath = solver.BFSearch(beginNode, endNode); }
// Start is called before the first frame update void Start() { ssd = SSDirector.GetInstance(); ssd.SetModel(this); manager1 = GetComponent <CCActionManager>() as CCActionManager; referee1 = GetComponent <Referee>() as Referee; // Correct(Boat, new Vector3(3, 0.8f, 10)); Build(); Correct(RightPriests, new Vector3(4.6f, 0.8f, 10)); Correct(RightDevils, new Vector3(6.2f, 0.8f, 10)); Correct(LeftPriests, new Vector3(-5.6f, 0.8f, 10)); Correct(LeftDevils, new Vector3(-7.6f, 0.8f, 10)); }
private int gameJudge; // 0-> ingame, 1-> win, -1->lose // public GameObject collider1; // Use this for initialization void Awake() { //Debug.Log("FPS " + Application.targetFrameRate); Application.targetFrameRate = 30; SSDirector director = SSDirector.GetInstance(); director.currentSceneController = this; patrolFactory = Singleton <PatrolFactory> .Instance; actionManager = gameObject.AddComponent <CCActionManager>() as CCActionManager; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; timer = gameObject.AddComponent <Timer>() as Timer; LoadResources(); }
void Start() { score = 0; gameState = GameState.playing; patrol_factory = Singleton <Factory> .Instance; action_manager = gameObject.AddComponent <CCActionManager>() as CCActionManager; LoadResources(); for (int i = 0; i < patrols.Count; i++) { action_manager.GoPatrol(patrols[i]); } main_camera.GetComponent <CameraFlow>().follow = player; }
//初始化游戏场景和配置。 void Awake() { Director.getInstance().currentSceneController = this; userGUI = gameObject.AddComponent <UserGUI>() as UserGUI; people = new ChaController[6]; actionManager = new CCActionManager(); audioSource = this.gameObject.GetComponent <AudioSource>(); audioSource.loop = false; audioSource.volume = 1.0f; audioSource.clip = audio; LoadResources(); }
void Awake() { SSDirector director = SSDirector.getInstance(); director.currentSceneController = this; patrolFactory = PatrolFactory.patrolFactory; actionManager = gameObject.AddComponent <CCActionManager>(); LoadResources(); if (player.GetComponent <Rigidbody>()) { player.GetComponent <Rigidbody>().freezeRotation = true; } }
void Awake() { SSDirector director = SSDirector.getInstance(); director.setFPS(60); director.currentSceneController = this; director.currentSceneController.LoadResources(); boarding_num = 0; curr_boat = A; status = UNDEFINE; this.buttonActive = true; this.actionManager = new CCActionManager(); this.referee = new SSReferee(); this.referee.Start(); }