public void Environ_Init() { posX = 0; passed = 0; CharacterEntity.GetComponent <HGCharacter>().ResetScore(); while (HGBlock.BlockQueue.Count > 0) { HGObjectPool.GetIns().Depool(HGBlock.BlockQueue.Dequeue()); } while (HGBlock.CoinQueue.Count > 0) { HGObjectPool.GetIns().Depool(HGBlock.CoinQueue.Dequeue()); } GameObject objTemp = HGObjectPool.GetIns().Enpool(HGBlock.getBlock(HGBlockType.Mode_Start) as GameObject); objTemp.GetComponent <Transform>().position = new Vector3(posX++ *width, 0f, 0f); objTemp.transform.SetParent(EnvironEntity.transform); HGBlock.BlockQueue.Enqueue(objTemp); GameObject objTemp2 = HGBlock.getBlock(HGBlockType.Mode_Flypee) as GameObject; while (posX <= 2) { GameObject objTemp1 = HGObjectPool.GetIns().Enpool(objTemp2); objTemp1.GetComponent <Transform>().position = new Vector3(posX++ *width, 0f, 0f); HGBlock.FlypeeSetup(ref objTemp1, blank); objTemp1.transform.SetParent(EnvironEntity.transform); HGBlock.BlockQueue.Enqueue(objTemp1); } }
public static void CoinSetdown(float num) { for (int i = 1; i <= (int)num * 3; i++) { HGObjectPool.GetIns().Depool(CoinQueue.Dequeue()); } }
public static HGObjectPool GetIns() { if (ins == null) { ins = new GameObject("HGObjectPool").AddComponent <HGObjectPool>(); } return(ins); }
public static void CoinSetup(float posx, float posy, float num) { GameObject coin = HGAssetBundleLoader.GetIns().GetBundle("prefabs").LoadAsset("Coins_.prefab") as GameObject; GameObject coinT; for (int i = -1; i <= -2 + num; i++) { coinT = HGObjectPool.GetIns().Enpool(coin); coinT.transform.position = new Vector3(posx + HGEnvironment.width / (3 * num) * i, posy + (float)ra.Next(50, 150) / 100 * HGEnvironment.blank / 2); coinT.transform.SetParent(GameObject.FindWithTag("Environment_").transform); coinT.transform.GetChild(0).gameObject.GetComponent <Renderer>().enabled = true; CoinQueue.Enqueue(coinT); } for (int i = 1; i <= num; i++) { coinT = HGObjectPool.GetIns().Enpool(coin); HGObjectPool.GetIns().Depool(coinT); } }
public void Environ_Update() { passed++; if (passed <= 1) { return; } HGObjectPool.GetIns().Depool(HGBlock.BlockQueue.Dequeue()); GameObject objTemp1 = HGObjectPool.GetIns().Enpool(HGBlock.getBlock(HGBlockType.Mode_Flypee) as GameObject); objTemp1.GetComponent <Transform>().position = new Vector3(posX++ *width, 0f, 0f); HGBlock.FlypeeSetup(ref objTemp1, blank); objTemp1.transform.SetParent(EnvironEntity.transform); HGBlock.BlockQueue.Enqueue(objTemp1); if (passed <= 2) { return; } HGBlock.CoinSetdown(3); }
void HGm_back() { HGBlock.Clear(); HGObjectPool.GetIns().Clear(); SceneManager.LoadScene(0); }