public void createMissEffect(NekoControl neko) { GameObject go = Instantiate(this.eff_miss) as GameObject; go.AddComponent <Effect>(); Vector3 position = neko.transform.position; position.y += 0.3f; // 防止陷入铁板中 position.z -= 0.2f; go.transform.position = position; }
// ================================================================ // // 和纸碰撞时的特效 public void createBreakEffect(SyoujiPaperControl paper, NekoControl neko) { GameObject go = Instantiate(this.eff_break) as GameObject; go.AddComponent <Effect>(); Vector3 position = paper.transform.position; position.x = neko.transform.position.x; position.y = neko.transform.position.y; position.y += 0.3f; go.transform.position = position; // 为了一直显示在屏幕上,设置为摄像机的子结点(可以和摄像机一起移动) go.transform.parent = this.game_camera.transform; }
// ================================================================ // // 紙をやぶったときのエフェクト. public void createBreakEffect(SyoujiPaperControl paper, NekoControl neko) { GameObject go = Instantiate(this.eff_break) as GameObject; go.AddComponent <Effect>(); Vector3 position = paper.transform.position; position.x = neko.transform.position.x; position.y = neko.transform.position.y; position.y += 0.3f; go.transform.position = position; // 画面に長く映るよう、カメラの子供にする(カメラと一緒に移動するように). go.transform.parent = this.game_camera.transform; }
// ================================================================ // // 继承于MonoBehaviour void Awake() { this.neko_control = GameObject.FindGameObjectWithTag("NekoPlayer").GetComponent <NekoControl>(); this.room_control = RoomControl.get(); }