// Instantiates an object of type Player. // This is the data model that represents the current state of a player // within the game world. It tracks the health and magic points of the // player and reports those as requested to the appropriate game objects. // Representation invariant: A player must always have 0 < health <= 100 // A player must always have 0 <= magic <= 10 void Start() { health = MAX_HEALTH; magic = MAX_MAGIC; alive = true; uiMgr = GameObject.FindWithTag("GameUI").GetComponent <Game_UIManager>(); }
private void OnInitGameSceneGameFacade() { RequestManager = new Game_RequestManager(); RequestManager.OnInit();//RequestManager 不能跟上面合并 不然会出现空指针 PlayerManager = new Game_PlayerManager().OnInit(); CameraManager = new Game_CameraManager().OnInit(); UIManager = new Game_UIManager(); UIManager.OnInit();//UIManager 不能跟上面合并 不然会出现空指针 AudioManager = new Game_AudioManager().OnInit(); }
void Start() { CustomMessages.Instance.MessageHandlers[CustomMessages.TestMessageID.AnchorRequest] = this.ProcessAnchorRequest; CustomMessages.Instance.MessageHandlers[CustomMessages.TestMessageID.AnchorComplete] = this.ProcessAnchorComplete; CustomMessages.Instance.MessageHandlers[CustomMessages.TestMessageID.PlayerReady] = this.SecondPlayerReadyCheck; SharingSessionTracker.Instance.SessionJoined += Instance_SessionJoined; pickup = PickUpManager.Instance; healthDisplay = HealthDisplayBehavior.Instance; keyword = KeywordManager.Instance; uiMgr = GameObject.FindWithTag("GameUI").GetComponent <Game_UIManager>(); gameEnded = false; }