//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; }
//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 ****************************/ }