Пример #1
0
        static void Main(string[] args)
        {
            Prototype1 d1 = null;

            d1 += p1;
            d1 += p4;
            d1 += p7;

            Prototype2 d2 = null;

            d2 += p2;
            d2 += p5;
            d2 += p9;

            Prototype3 d3 = null;

            d3 += p3;

            Prototype4 d4 = null;

            d4 += p8;

            Prototype5 d5 = null;

            d5 += p6;

            foreach (Prototype1 unD in d1.GetInvocationList())
            {
                unD.Invoke(13, "Salut");
            }
            Console.ReadLine();
        }
Пример #2
0
    void Update()
    {
        if (!aimingMode)
        {
            return;
        }
        Vector3 mousePos2D = Input.mousePosition;

        mousePos2D.z = -Camera.main.transform.position.z;
        Vector3 mousePos3D   = Camera.main.ScreenToWorldPoint(mousePos2D);
        Vector3 mouseDelta   = mousePos3D - launchPos;
        float   maxMagnitude = this.GetComponent <SphereCollider>().radius;

        if (mouseDelta.magnitude > maxMagnitude)
        {
            mouseDelta.Normalize();
            mouseDelta *= maxMagnitude;
        }
        Vector3 projPos = launchPos + mouseDelta;

        projectile.transform.position = projPos;
        if (Input.GetMouseButtonUp(0))
        {
            Prototype1 protScript = Camera.main.GetComponent <Prototype1>();
            // The mouse has been released
            aimingMode = false;
            projectileRigidbody.isKinematic = false;
            projectileRigidbody.velocity    = -mouseDelta * velocityMult;
            FollowCam.POI = projectile;
            projectile    = null;
            Prototype1.ShotFired();
        }
    }
Пример #3
0
    // Start is called before the first frame update
    void Start()
    {
        S = this;
        GameObject shotsGO = GameObject.Find("ShotsLeft");

        shotsGT = shotsGT.GetComponent <Text>();

        shotsGT.text = "Shots Left: " + numShots;
    }