/*IEnumerator DoSomething () * { * FishData f; * for (int i; i < sof.Length; ++i) * { * f = sof[i]; * * } * for (int i = 0; i < 300; ++i) { * fish.FishFactory.RandomFish (this); * yield return new WaitForSeconds(1); * } * }*/ IEnumerator refresh() { int i = 0;//数组递增 FishData fd; int gap = 0; delay = currentTime - startTime;//获取当前已逝去时间 while (true) { fd = sof[i]; if (fd.delay > delay) { gap = (int)(fd.delay - delay); delay += gap; yield return(new WaitForSeconds(gap / 1000)); } else { GameObject test = GameObject.Instantiate((GameObject)SACache.getObjectWithName("model/fish/" + fd.fishID)); FishSwim fs = test.AddComponent <FishSwim>(); fs.setInfo(graph, fd, delay); ++i; } if (i >= sof.Count || exit) { break;//结束 } } StopCoroutine("refresh"); }
public void BindAtlas(string name) { UISprite[] sprites = SAGameObject.GetComponentsInChildren <UISprite>(); UISprite sprite; for (int i = 0; i < sprites.Length; ++i) { sprite = sprites[i]; sprite.atlas = (UIAtlas)SACache.getObjectWithName(name); } }
void Update() { Vector3 pos = Input.mousePosition; float px = Math.Abs(pos.x) - Screen.width / 2; float py = pos.y; // + hhlaf; Vector3 q = c.eulerAngles; double angle = 0; if (px == 0) { if (py > 0) { angle = 90; } if (py < 0) { angle = 270; } } else { double tan = py / px; if (px > 0) { angle = Math.Atan(tan) * 180 / Math.PI - 90; } else { angle = Math.Atan(tan) * 180 / Math.PI + 90; } } q.z = (float)angle; c.eulerAngles = q; if (Input.GetKey(KeyCode.Mouse0)) { if (++ct > mt) { ct = 0; GameObject projectile = GameObject.Instantiate((GameObject)SACache.getObjectWithName("model/bullet/" + bullets [UnityEngine.Random.Range(0, bullets.Length)])); projectile.transform.position = c.position; projectile.transform.eulerAngles = q; projectile.GetComponent <Rigidbody> ().AddForce(projectile.transform.up * 400); projectile.GetComponent <ETFXProjectileScript> ().impactNormal = Vector3.forward; } } }