void Reset() { pausing = false; gameover = false; gameComplete = false; scoreController.Reset(); eggController.StopRun(); levelsMenuController.Reset(); lineController.Reset(); lableCountDown.gameObject.SetActive(false); lableCountDown.color = Color.red; lableSavePoint.gameObject.SetActive(false); GameObjectUtils.CleanChild(objectPoolParents.gameObject); Camera.main.transform.position = cameraStartPos; GameController.singleton.audioController.StopPlayMusic(); GameController.singleton.audioController.StopSpeedAlert(); PlaySoundComp[] pcs = gameObject.GetComponentsInChildren <PlaySoundComp>(); foreach (PlaySoundComp item in pcs) { item.StopPlayMusic(); } if (null != corRandom) { StopCoroutine(corRandom); } }
private void InitFit() { _lastCameraPos = traceCamera.transform.position; GameObjectUtils.CleanChild(gameObject); _renders = new List <SpriteRenderer> (); _startPos = transform.position; // Log.Debug ("start pos {0}",_startPos); bool needdo = true; int i = 0; do { ReverseBuild(); switch (direction2D) { case Direction2D.down: { Vector3 mpoint = traceCamera.ScreenToWorldPoint(new Vector3(0, 0 - Screen.height, 0)); needdo = _startPos.y > mpoint.y; // Log.Debug ("break ok...."); break; } default: throw new Exception(String.Format("have not implement for direction {0}", direction2D)); } i++; }while(needdo && i < 5); }
public void ResetSegments() { // copyParent. GameObjectUtils.CleanChild(copyParent.gameObject); foreach (LevelSegmentMeta meta in metas) { meta.state = LevelSegmentMeta.LoadState.not; } _needRemoveSegments.Clear(); _needRemoveSegments.AddRange(_loadedSegments); foreach (SegmentKV l in _needRemoveSegments) { Resources.UnloadAsset(l.level); _loadedSegments.Remove(l); Log.Debug("UNLOAD SEGMENT:{0}", l.meta); } _needRemoveSegments.Clear(); // _needRemoveSegments = null; foreach (RequestKV rkv in _aysncLoadRequest) { ResourceRequest rr = rkv.request; if (rr.isDone) { GameObject goo = (GameObject)rr.asset; Resources.UnloadAsset(goo); } else { } } _aysncLoadRequest.Clear(); // _aysncLoadRequest = new ArrayList(); }
public void EdShowInEditor() { InitSelf(); GameObjectUtils.CleanChild(gameObject); _renders = new List <SpriteRenderer> (); _startPos = transform.position; int i = 0; do { ReverseBuild(); i++; }while(i < editorShowTime); }