Exemplo n.º 1
0
 public void ShowAllGUI()
 {
     GameTimeCtrl.GetInstance().SetGameTimeIsActive(true);
     XingXingCtrl.GetInstance().SetXingXingIsActive(true);
     HeadCtrlPlayer.GetInstanceP1().SetPlayerHeadIsActive(true);
     HeadCtrlPlayer.GetInstanceP2().SetPlayerHeadIsActive(true);
 }
Exemplo n.º 2
0
 void CloseAllGUI()
 {
     GameTimeCtrl.GetInstance().SetGameTimeIsActive(false);
     XingXingCtrl.GetInstance().SetXingXingIsActive(false);
     HeadCtrlPlayer.GetInstanceP1().SetPlayerHeadIsActive(false);
     HeadCtrlPlayer.GetInstanceP2().SetPlayerHeadIsActive(false);
 }
 public void StartPlayNengLiangTiao()
 {
     if (IsStartPlay)
     {
         return;
     }
     IsStartPlay           = true;
     IsStopNengLiangTeXiao = false;
     Offset = 0f;
     NengLiangBeiJing.SetActive(false);
     gameObject.SetActive(true);
     ChuanNengLiangGTX.SetActive(true);
     NengLiangTiao.materials[0].SetTextureOffset("_MainTex", new Vector2(0f, 0f));
     XingXingCtrl.GetInstance().ResetNengLiangInfo();
     StartCoroutine(UpdateNengLiangTiao());
 }
    // Use this for initialization
    void Awake()
    {
        _Instance         = this;
        IsPlayerCanHitNPC = true;
        TranA             = ChuanTweenTranA.from;
        TranB             = ChuanTweenTranA.to;
        ChuanUiGX         = ChuanTweenTranA.gameObject;
        ChuanUiGX.SetActive(false);

        EventDelegate.Add(ChuanTweenTranA.onFinished, delegate {
            BackChuanChangeTran();
        });
        EventDelegate.Add(ChuanTweenTranA.onFinished, delegate {
            ResetIsActiveChuanChangeTran();
        });
    }
Exemplo n.º 5
0
    // Update is called once per frame
    void Update()
    {
        float dis = Vector3.Distance(LiZiTran.position, AimTran.position);

        if (dis <= 0.5f || Time.realtimeSinceStartup - TimeSpawn > 8f)
        {
            XingXingCtrl.GetInstance().AddStarNum();
            Destroy(gameObject);
            return;
        }

        Vector3 forwardVal = AimTran.position - LiZiTran.position;
        float   valSpeed   = WaterwheelPlayerCtrl.GetInstance().GetMoveSpeed();

        valSpeed = (valSpeed / (3.6f * 30)) + MvSpeed;
        Vector3 mvPos = forwardVal.normalized * valSpeed;

        LiZiTran.position += mvPos;
    }