Пример #1
0
 //初始化障碍:x,y坐标,图片,分数
 public void Init(int _x, int _y, Sprite _sprite, int _point)
 {
     X             = _x;
     Y             = _y;
     render.sprite = _sprite;
     Point         = _point;
     //生成数字显示文本
     propNum = GameManager.Instance.CreatePropNum(numPos, Vector3.zero, Point);
     GetComponentInChildren <SpriteRenderer>().sortingOrder = -_y;
 }
Пример #2
0
    //初始化主角
    public virtual void Init()
    {
        /**************************** 初始化组件开始 ****************************/
        Magnet       = mTransform.Find("Magent").gameObject;
        Shield       = mTransform.Find("Shield").gameObject;
        Sprint       = mTransform.Find("Sprint").gameObject;
        Skill        = mTransform.Find("Skill").gameObject;
        propNumPoint = mTransform.Find("NumPoint");
        firePoint    = mTransform.Find("FirePoint");

        Magnet.SetActive(false);
        Shield.SetActive(false);
        Sprint.SetActive(false);

        //生成一个PropNum,显示主角的元件数量
        cellNum = GameManager.Instance.CreatePropNum(propNumPoint, Vector3.zero, initialCellCount);
        /**************************** 初始化组件完毕 ****************************/

        /**************************** 初始化属性开始 ****************************/
        Energy = 0;

        //通过id获取当前角色的等级
        Level = PlayerPrefs.GetInt(GlobalData.PlayerLevel + ID, 0);

        timer = rangeSkillCoolTime;

        //记录初始速度
        initialMoveYSpeed = moveYSpeed;
        //计算主角移动的最小最大范围
        //minMoveX = Camera.main.ScreenToWorldPoint(new Vector3(boderOffest, 0, 0)).x;
        //maxMoveX = Camera.main.orthographicSize * Screen.width / Screen.height;

        //初始化可同时碰撞个数
        currentHitCount = maxHitCount;

        //初始化主角身后的元件
        if (initialCellCount > 0)
        {
            AddCell(initialCellCount);
        }
        currentCellCount = initialCellCount;

        //激活被动技能
        PassiveSkill();
        /**************************** 初始化属性完毕 ****************************/
    }