Пример #1
0
    //引用paipaipai脚本的手牌偏移量,测试
    private void Awake()
    {
        Start_MJposition = this.transform.position;
        maskPai          = transform.Find("/Main Camera").GetComponent <FICMaskPai>();
        paipaipai        = transform.Find("/Main Camera").GetComponent <FICpaipaipai>();
        managerPengGang  = transform.Find("/Main Camera").GetComponent <Manager_PengGang>();
        startGame        = transform.Find("/Main Camera").GetComponent <FICStartGame>();

        myCards      = transform.Find("/Main Camera").GetComponent <FICMyCards>();
        SPCamera     = transform.Find("/3D_SP_Camera").gameObject.GetComponent <Camera>();
        ReminderLine = transform.Find("/Game_UI/Interaction_UI/desktop_UI/ReminderLine").gameObject;
    }
Пример #2
0
    void Start()
    {
        var trans = GameObject.Find("ShouPaiContainer").transform.position;

        maskpai          = gameObject.GetComponent <FICMaskPai>();
        startGame        = transform.Find("/Main Camera").GetComponent <FICStartGame>();
        myCards          = GetComponent <FICMyCards>();
        gangContentTrans = transform.Find("/Game_UI/Interaction_UI/can_buttons_pghg/grid_gang");
        buttonGang1      = gangContentTrans.Find("item_button_gang1").gameObject;
        buttonGang2      = gangContentTrans.Find("item_button_gang2").gameObject;
        buttonGang3      = gangContentTrans.Find("item_button_gang3").gameObject;
    }
Пример #3
0
    private Manager_Audio managerAudio; ///单例

    /// <summary>
    ///
    /// </summary>
    private void Start()
    {
        myMaJiangList = new List <MaJiang>();
        //=====================对其他脚本的获取=============
        paipaipai = gameObject.GetComponent <FICpaipaipai>();
        maskPai   = gameObject.GetComponent <FICMaskPai>();
        startGame = gameObject.GetComponent <FICStartGame>();
        pengGang  = gameObject.GetComponent <Manager_PengGang>();
        //=====================为个人手牌,弃牌,碰牌的父物体赋值===============
        shouPaiContainerTrans     = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/ShouPaiContainer");
        qiPaiContainerTrans       = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/QiPaiContainer");
        pengGangPaiContainerTrans = transform.Find("/Game_Prefabs/TABLE/Game_3DPai/SouthContainer/PengGangPaiContainer");
        tempShouPaiContainerTrans = shouPaiContainerTrans;
        //======================手牌预制体==============
        shouPaiGO = Resources.Load <GameObject>("Game_GYMJ/Prefabs/3Dpai");
        tempGO    = transform.Find("/Game_Prefabs/emptyGO").gameObject;
        //======================手牌位置确定==============
        firstShouPaiTrans    = shouPaiContainerTrans.Find("FirstShouPai");
        secondShouPaiTrans   = shouPaiContainerTrans.Find("SecondShouPai");
        thirdShouPaiTrans    = shouPaiContainerTrans.Find("ThirdShouPai");
        newFirstShouPaiTrans = firstShouPaiTrans.position;
        moPaiTrans           = shouPaiContainerTrans.Find("MoPai");
        //======================弃牌位置确定==============
        firstQiPaiTrans  = qiPaiContainerTrans.Find("FirstQiPai");
        secondQiPaiTrans = qiPaiContainerTrans.Find("SecondQiPai");
        thirdQiPaiTrans  = qiPaiContainerTrans.Find("ThirdQiPai");
        //======================碰牌位置确定==============
        firstPengPaiTrans  = pengGangPaiContainerTrans.Find("FirstPengPai");
        secondPengPaiTrans = pengGangPaiContainerTrans.Find("SecondPengPai");
        thirdPengPaiTrans  = pengGangPaiContainerTrans.Find("ThirdPengPai");
        fourPengPaiTrans   = pengGangPaiContainerTrans.Find("FourPengPai");
        fivePengPaiTrans   = pengGangPaiContainerTrans.Find("FivePengPai");
        //======================偏移量确定==============
        shouPaiOffsetX = secondShouPaiTrans.position - firstShouPaiTrans.position;
        shouPaiOffsetY = thirdShouPaiTrans.position - firstShouPaiTrans.position;
        qiPaiOffsetX   = secondQiPaiTrans.position - firstQiPaiTrans.position;
        qiPaiOffsetZ   = thirdQiPaiTrans.position - firstQiPaiTrans.position;

        pengPaiOffsetX  = secondPengPaiTrans.position - firstPengPaiTrans.position;
        pengPaiOffsetZ  = thirdPengPaiTrans.position - secondPengPaiTrans.position;
        pengPaiOffsetLX = fivePengPaiTrans.position - fourPengPaiTrans.position;
        //======================生成下一张牌的位置确定=======
        nextPengPaiPos = firstPengPaiTrans.position;
        nextQiPaiPos   = firstQiPaiTrans.position;
        //======================动态加载3d牌贴图==============
        textureArray = new Texture[30];
        InitTextureFor3D();

        managerAudio = GameObject.Find("Main Camera").GetComponent <Manager_Audio>(); ///单例ManagerAudio脚本
    }