/* Functions */ private void Awake() { mRectTransform = this.GetComponent <RectTransform>(); mImage = this.GetComponent <Image>(); mImage.enabled = false; JCS_Utility.SetActiveToAllChildren(this.transform, false); }
private void Update() { if (RC_GameSettings.instance.READY_TO_START_GAME) { mImage.enabled = true; JCS_Utility.SetActiveToAllChildren(this.transform, true); } }
/* Variables */ /* Setter/Getter */ /* Functions */ private void Awake() { string path = JCS_Utility.PathCombine(Application.dataPath, "/JCS_GameData/SavedData/FT_GameData.jcs"); FT_JSONGameData data = new FT_JSONGameData(); data.Save <FT_JSONGameData>(path); data.Cash = 10; print(data.Cash); data = FT_JSONGameData.LoadFromFile <FT_JSONGameData>(path); print(data.Cash); }
//======================================== // Self-Define //------------------------------ //---------------------- // Public Functions //---------------------- // Protected Functions //---------------------- // Private Functions /// <summary> /// Spawn the player according to the pointed position. /// </summary> private void SpawnPlayers() { BF_GameSettings bfgs = BF_GameSettings.instance; BF_Player[] bfPlayers = bfgs.CHARACTERS_IN_GAME; for (int index = 0; index < bfgs.CHARACTERS_IN_TEAM; ++index) { if (mSpawnPos[index] == null) { JCS_Debug.LogReminders( "No Spawn position references, plz check the transform in the array..."); break; } if (bfPlayers[index] == null) { JCS_Debug.LogError( "Character you want to spawn does not exist..."); break; } // Spawn the player, and get the // player we just spawned, in order // to set facing. BF_Player bfp = (BF_Player)JCS_Utility.SpawnGameObject( bfPlayers[index], mSpawnPos[index].transform.position); // set the starting faceing bfp.TurnFace(mSpawnPos[index].Facing); // Set player in the order layer (scene layer). JCS_OrderLayerObject jcsolo = bfp.GetComponent <JCS_OrderLayerObject>(); JCS_2DDynamicSceneManager.instance.SetObjectParentToOrderLayerByOrderLayerIndex(ref jcsolo, mOrderLayer); } }
/// <summary> /// Spawn the player at the beginning of the game. /// </summary> private void SpawnPlayer() { RC_GameSettings gs = RC_GameSettings.instance; for (int index = 0; index < RC_GameSettings.instance.PLAYER_IN_GAME; ++index) { if (gs.PLAYERS[index] == null) { JCS_Debug.LogError("Player List in RC_GameSetting are null"); return; } RC_Player rcp = (RC_Player)JCS_Utility.SpawnGameObject(gs.PLAYERS[index]); // set control index rcp.ControlIndex = index; JCS_OrderLayerObject jcsOlo = rcp.GetComponent <JCS_OrderLayerObject>(); if (jcsOlo != null) { JCS_2DDynamicSceneManager jcs2ddsm = JCS_2DDynamicSceneManager.instance; jcs2ddsm.SetObjectParentToOrderLayerByOrderLayerIndex( ref jcsOlo, ORDER_LAYER_FOR_ALL_PLAYER); } if (gs.LIQUID_MODE) { if (gs.GLOBAL_LIQUIDBAR != null) { // spawn a 3d liquid bar JCS_3DLiquidBar lb = (JCS_3DLiquidBar)JCS_Utility.SpawnGameObject(gs.GLOBAL_LIQUIDBAR); rcp.SetLiquidBar(lb); } else { JCS_Debug.LogError("No liquid bar attach to `RC_GameSetting` and u still want to access it"); } } // only webcam mode need the pointer. if (gs.WEBCAM_MODE) { RC_PlayerPointer rcpp = (RC_PlayerPointer)JCS_Utility.SpawnGameObject(gs.PLAYER_POINTERS[index]); // let rc pp knows the rc player. rcpp.SetRCPlayer(rcp); // let rc player know his rc player pointer rcp.SetRCPlayerPointer(rcpp); // set player to player pointer's transform. // so the player can follow the player rcpp.transform.SetParent(rcp.transform); } // create Revive Pointer { RC_RevivePointer rcrp = (RC_RevivePointer)JCS_Utility.SpawnGameObject(gs.PLAYER_REVIVE_POINTERS[index]); rcrp.SetRCPlayer(rcp); rcp.SetRCRevivePointer(rcrp); rcrp.transform.SetParent(rcp.transform); } } }