// Use this for initialization void InitGame() { gameTouchController = new GameTouchController(); //创建角色 GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject; roleObj = Instantiate(roleObj); role = roleObj.GetComponent <InGameRole>(); roleObj.transform.position = new Vector3(0, GetGameRect().y + 5, 0); gameEffectManager = new GameEffectManager(); // inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0); modelManager = InGameBaseModel.Create(selmodel); modelManager.Init(); inGameColorManager = new InGameColorManager(); inGameColorManager.Init(); gameState = enGameState.playing; }
// Use this for initialization void Awake() { pointRate = new float[meshWidth, meshWidth]; gameObject.name = "Wave"; //meshHeight = meshWidth; mat = Resources.Load <Material>("Materials/Custom_Water"); mc = gameObject.AddComponent <MeshCollider>(); MeshRenderer mr = gameObject.AddComponent <MeshRenderer>(); mr.material = mat; DrawSquare(); transform.localPosition = new Vector3(-(meshWidth * transform.localScale.x) * 0.5f, transform.localPosition.y, transform.localPosition.z); InGameColorManager colormanager = new InGameColorManager(); colormanager.Init(); mat.SetColor("_Color", colormanager.objColor1); mat.SetColor("_BackColor", colormanager.objColor2); //mat.color = colormanager.objColor1; Camera.main.backgroundColor = colormanager.bgColor; }
// Use this for initialization void Start() { GameObject obj = new GameObject("spriet"); sr = obj.AddComponent <SpriteRenderer>(); color1 = InGameColorManager.GetInstance().objColor1; color2 = InGameColorManager.GetInstance().objColor2; GenerateSprite(); float cameraHeight = Camera.main.orthographicSize * 2; Vector2 cameraSize = new Vector2(Camera.main.aspect * cameraHeight, cameraHeight); Vector2 spriteSize = sr.sprite.bounds.size; Vector2 scale = obj.transform.localScale; if (cameraSize.x >= cameraSize.y) { // Landscape (or equal) scale *= cameraSize.x / spriteSize.x; } else { // Portrait scale *= cameraSize.y / spriteSize.y; } obj.transform.position = new Vector3(0, 0, 5); // Optional obj.transform.localScale = scale; }
public static InGameColorManager GetInstance() { if (instance == null) { instance = new InGameColorManager(); instance.Init(); } return(instance); }
// Use this for initialization void InitGame() { gameTouchController = new GameTouchController(); //创建角色 GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject; roleObj = Instantiate(roleObj); role = roleObj.GetComponent <InGameRole>(); roleObj.transform.position = new Vector3(0, GetGameRect().y + 5, 0); gameEffectManager = new GameEffectManager(); // inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0); modelManager = InGameBaseModel.Create(selmodel); modelManager.Init(); InGameColorManager.GetInstance().Init(); inGameUIManager.gamePadManager.scoreslabel.SetColor(InGameColorManager.GetInstance().bgColor); gameState = enGameState.playing; int teachCount = PlayerPrefs.GetInt("teachcount", 0); if (teachCount < 2) { GameObject teachObj = Resources.Load("Prefabs/UI/TeachLayer") as GameObject; teachObj = Instantiate(teachObj); PlayerPrefs.SetInt("teachcount", teachCount + 1); } }
// Use this for initialization void InitGame() { gameTouchController = new GameTouchController(); //创建角色 GameObject roleObj = Resources.Load("Prefabs/MapObj/InGameRole") as GameObject; roleObj = Instantiate(roleObj); role = roleObj.GetComponent <InGameRole>(); role.Init(); role.transform.position = new Vector3(0, 0.5f, 0); //role.Jump(new Vector3(0f, 1f)); role.SetCameraPos(); //gameEffectManager = new GameEffectManager(); // inGameLevelManager = new InGameLevelManager(); inGameLevelManager.Init(); inGameUIManager = new InGameUIManager(); inGameUIManager.Init(); int selmodel = PlayerPrefs.GetInt(GameConst.USERDATANAME_MODEL, 0); modelManager = InGameBaseModel.Create(selmodel); modelManager.Init(); inGameColorManager = new InGameColorManager(); inGameColorManager.Init(); //gameState = enGameState.playing; GameObject teachObj = Resources.Load("Prefabs/UI/TeachLayer") as GameObject; teachObj = Instantiate(teachObj); }