override public void Render() { if (m_nColor == 1) { Console.ForegroundColor = ConsoleColor.Red; } else if (m_nColor == 2) { Console.ForegroundColor = ConsoleColor.Green; } else { Console.ForegroundColor = ConsoleColor.Blue; m_nColor = 0; } //색 변경 m_nColor++; AllManager.Get().Bb_Render(); AllManager.Get().b_Render(); Console.ForegroundColor = ConsoleColor.White; AllManager.Get().p_Render(); AllManager.Get().m_Render(); AllManager.Get().Boss_Render(); }
protected void Page_Load(object sender, EventArgs e) { AllSettings Setting = (AllSettings)Application["Settings"]; if (Setting.PageRefreshCounter == 0) { Setting.PageRefreshCounter = 1; AllManager.SaveSettings(Setting); } else { Setting.PageRefreshCounter = 0; AllManager.SaveSettings(Setting); } AllSettings Settings = (AllSettings)Application["Settings"]; if (Setting.PageRefreshCounter == 0) { LabelDefaultText1.Text = Settings.DefaultText1; } else { LabelDefaultText1.Text = Settings.DefaultText2; } }
static public void CraeteInstance(int a_nAllMaked) { if (Instance == null) { Instance = new AllManager(a_nAllMaked); } }
public UIManager(AllManager manager) { allManager = manager; healthBar = manager.healthBar; itemPanel = manager.itemPanel; healthBar.Initialize(this, manager.player); itemPanel.Initialize(this, manager.player); }
public void Update(float a_fDelta) { m_pNowScene.Update(a_fDelta); InputCheck(); UI.Render(); UI.Score(AllManager.Get().m_nScore); //점수 스코어 UI.Life(AllManager.PLife); //플레이어 라이프 수 }
public static bool sceneUnloaded;//This is used in the battlemanager to finsih the unload process before importing characters. // Start is called before the first frame update void Awake() { if (!gameStart) { allManager = this; SceneManager.LoadSceneAsync(6, LoadSceneMode.Additive); initalStageBool = true; gameStart = true; } }
void Application_Start(object sender, EventArgs e) { // Code that runs on application startup RouteConfig.RegisterRoutes(RouteTable.Routes); BundleConfig.RegisterBundles(BundleTable.Bundles); Application.Add("Key", "1234"); string Key = (string)Application["Key"]; AllSettings Settings = AllManager.LoadSettings(); Application.Add("Settings", Settings); }
public void Awake() { if (_instance != null) { Destroy(this.gameObject); } _instance = this; //이 클래스의 주소값을 넘겨줌 _iPlayerNum = 2; DontDestroyOnLoad(this.gameObject); // 씬이 달라져도 없어지지 않도록 한다! }
protected void Button1_Click(object sender, EventArgs e) { AllSettings Setting = (AllSettings)Application["Settings"]; Setting.DefaultText1 = Text1.Text; Setting.DefaultText2 = Text2.Text; Setting.DefaultHeader = HeaderText.Text; Setting.DefaultFooter = FooterText.Text; AllManager.SaveSettings(Setting); Application["Settings"] = Setting; Response.Redirect("Default.aspx"); }
void Init() { ChangeScene(eScene.Main); AllManager.CraeteInstance((int)Make.make); arValue[0] = eKey.Space; for (int i = 0; i < m_arStates.Length; ++i) { m_arStates[i] = eKeyState.Unpress; } }
void Session_Start(object sender, EventArgs e) { if (Application["Counter"] == null) { Session.Add("Counter", 0); } int iCounter = Convert.ToInt32(Application["Counter"]); iCounter++; AllSettings sett = (AllSettings)Application["Settings"]; sett.VisitorNumber += iCounter; AllManager.SaveSettings(sett); Application["Counter"] = sett.VisitorNumber.ToString(); }
public GameObjectManager(AllManager am, GameObject pool, int poolSize = 500) { allManager = am; if (poolSize <= 0) { Debug.Log("Illegal pool size."); poolSize = 50; } //objectTemplate = templateList; gameObjectPool = pool; objectPoolSize = poolSize; objectPoolCount = 0; //InitializeManager(); }
// grass for 0, wood for 1, earth for 2, rock for 3 public WorldObjectManager(AllManager am, GameObject[] templateList, GameObject pool, int poolSize = 500) : base(am, templateList, pool, poolSize) { InitializeManager(); }
private float m_BmFPS; //보스 몬스터 생성 횟수 제한 및 속도 override public void Update(float a_fDelta) { float n_fMTimelimit; int n_nPosX = 0; //플레이어 위치 x int n_nPosY = 0; //플레이어 위치 y if (m_nMake == 1) { AllManager.Get().PlayerClass(); m_nMake = 0; } AllManager.Get().BulletUpdate(a_fDelta); AllManager.Get().Boss_Update(a_fDelta); AllManager.Get().MonsterUpdate(a_fDelta); AllManager.Get().BossBulletUpdate(a_fDelta); AllManager.Get().PUpdate(); if (eKey.Space.IsKeyDown() == true) { if (AllManager.Get().m_fBpPosX < 0) { AllManager.Get().m_fBpPosX = 0; } if (PlayerScene.m_nSelectPlayer == 0) { AllManager.Get().BulletClass( new AnotherVec2(AllManager.Get().m_fBpPosX + 6, AllManager.Get().m_fBpPosY - 1), new AnotherVec2(2, 2), 20f, 'o'); } else { AllManager.Get().BulletClass( new AnotherVec2(AllManager.Get().m_fBpPosX + 6, AllManager.Get().m_fBpPosY - 1), new AnotherVec2(2, 2), 20f, 'I'); } } if (true == Console.KeyAvailable) // 예외처리 { switch (Console.ReadKey().Key) { case ConsoleKey.LeftArrow: n_nPosX--; break; case ConsoleKey.RightArrow: n_nPosX++; break; case ConsoleKey.DownArrow: n_nPosY++; break; case ConsoleKey.UpArrow: n_nPosY--; break; default: break; } } //생성 속도를 0.MTimelimit마다 생성하게 함 n_fMTimelimit = (int)Time.Mlimit * (float)0.1; if (m_MFps >= n_fMTimelimit) { if (m_BmFPS != (int)Time.Limit) { AllManager.Get().MonsterClass( new AnotherVec2(2, 2), 5f); } // 보스가 나올 시점부터는 몬스터가 아닌 보스 몬스터의 총알로 바꿀수 있게 지정함 else { AllManager.Get().BossBulletClass( new AnotherVec2(1, 2), 18f, 'm'); } m_MFps = 0; //일정한 생성 속도 } //보스 생성속도를 Bmlimit마다 생성하게 함 if (m_BmFPS > (int)Time.Bmlimit) { AllManager.Get().BossClass( new AnotherVec2(2, 2), 5f); m_BmFPS = (int)Time.Limit; //한마리 제한 } AllManager.Get().PosChange(ref n_nPosX, ref n_nPosY); //현재 x,y를 AllManager 클래스로 넘겨준다. n_nPosX = 0; n_nPosY = 0; m_MFps += a_fDelta; if (m_BmFPS != (int)Time.Limit) { m_BmFPS += a_fDelta; } }
// Start is called before the first frame update void Awake() { allManager = this; }
public WorkHistoryController(AllManager manager) { _manager = manager; }
private void Awake() => AM = this;
public void Awake() { TheManager = AllManager.TheManager; }
public ItemManager(AllManager am, GameObject pool, int poolSize = 500) : base(am, pool, poolSize) { InitializeManager(); }
public EmployeeControllerTest(AllManager manager) { _manager = manager; }
public FamelyController(AllManager manager) { _manager = manager; }