// Use this for initialization void Start() { _Instance = this; Transform parTran = LiZiPath.transform; List <Transform> nodesTran = new List <Transform>(parTran.GetComponentsInChildren <Transform>()) { }; nodesTran.Remove(parTran); MarkArray = new Transform[nodesTran.Count]; MarkBackArray = new Transform[nodesTran.Count]; MarkArray = nodesTran.ToArray(); nodesTran.Reverse(); MarkBackArray = nodesTran.ToArray(); LiZiPath.SetActive(false); LiZiObj.SetActive(false); /*Invoke("MoveLiZiToPathEnd", 5f); * Invoke("MoveLiZiToPathStart", 10f);*/ }
public void AddStarNum() { if (NengLiangTiaoCtrl.IsStartPlay || XingNLSprite.fillAmount >= 1f) { return; } //StarNum += 8; //test StarNum++; XingNLSprite.fillAmount = (float)StarNum / 20f; if (StarNum >= 20) { StarNum = 0; //XingNLSprite.fillAmount = 0f; if (GlobalData.GetInstance().gameMode == GameMode.SoloMode) { NengLiangLiZiTXCtrl.GetInstance().MoveLiZiToPathEnd(); } } ActiveChuanChangeTran(); }
IEnumerator UpdateNengLiangTiao() { while (true) { Offset += Speed; if (Offset >= NengLiangEndVal || IsStopNengLiangTeXiao) { IsStartPlay = false; gameObject.SetActive(false); ChuanNengLiangGTX.SetActive(false); NengLiangBeiJing.SetActive(true); NengLiangLiZiTXCtrl.GetInstance().MoveLiZiToPathStart(); NengLiangQuanCtrl.GetInstance().MoveNengLiangQuanToStart(DaoJuTypeIndex.shenXingState); if (GlobalData.GetInstance().gameMode == GameMode.SoloMode) { WaterwheelPlayerCtrl.GetInstance().CloseShenXingState(); } break; } NengLiangTiao.materials[0].SetTextureOffset("_MainTex", new Vector2(Offset, 0f)); yield return(new WaitForSeconds(DTime)); } }