public GameObject GetArrow() { if (free.Count == 0) { arrow = Instantiate(Resources.Load <GameObject>("Prefabs/arrow")); } else { arrow = free.Dequeue(); //the arrow be shot if (arrow.tag == "hit") { arrow.GetComponent <Rigidbody>().isKinematic = false; //visible arrow.transform.GetChild(0).gameObject.SetActive(true); arrow.tag = "arrow"; } arrow.gameObject.SetActive(true); } sceneControler = (FirstSceneController)SSDirector.GetInstance().CurrentScenceController; Transform temp = sceneControler.bow.transform.GetChild(2); arrow.transform.position = temp.transform.position; arrow.transform.parent = sceneControler.bow.transform; used.Add(arrow); return(arrow); }
public void Init() { mainController = (FirstController)SSDirector.GetInstance().CurrentSenceController; this.leftLandModel = mainController.leftLandController.GetLandModel(); this.rightLandModel = mainController.rightLandController.GetLandModel(); this.boatModel = mainController.boatController.GetBoatModel(); }
// Start is called before the first frame update void Start() { mainController = (FirstController)SSDirector.GetInstance().CurrentSceneController; this.leftShoreModel = mainController.leftShoreController.GetShore(); this.rightShoreModel = mainController.rightShoreController.GetShore(); this.boatModel = mainController.boatController.GetBoatModel(); }
public void PlayMusic(AudioClip clip) { FirstSceneController scene = SSDirector.GetInstance().CurrentScenceController as FirstSceneController; //在一个玩家的位置播放音乐 AudioSource.PlayClipAtPoint(clip, scene.player.transform.position); }
void Shoot() { FirstSceneController scene = SSDirector.GetInstance().CurrentScenceController as FirstSceneController; //在一个玩家的位置播放音乐 AudioSource.PlayClipAtPoint(shootClip, scene.player.transform.position); }
public void Reset() { bank_model = (SSDirector.GetInstance().CurrentSceneController as Controller).start_land; GoLand(bank_model); SetPosition(bank_model.GetEmptyPosition()); bank_model.AddRole(this); }
void Awake() { SSDirector.GetInstance().CurrentSenceController = this; LoadResources(); this.gameObject.AddComponent <UserGUI>(); this.gameObject.AddComponent <CCActionManager>(); this.gameObject.AddComponent <JudgeController>(); }
void Start() { action = SSDirector.GetInstance().CurrentScenceController as IUserAction; text_style.normal.textColor = new Color(0, 0, 0, 1); text_style.fontSize = 16; score_style.normal.textColor = new Color(1, 0, 1, 1); score_style.fontSize = 16; }
public void Reset() { moveableScript.Reset(); coastController = (SSDirector.GetInstance().currentSceneController as FirstController).fromCoast; GetOnCoast(coastController); SetPosition(coastController.GetEmptyPosition()); coastController.GetOnCoast(this); }
bool gaming = true; //用于判断游戏是否正在进行,由于目前还不存在起始界面,所以一开始游戏就开始了 void Awake() { SSDirector director = SSDirector.GetInstance(); //director.setFPS(60); director.CurrentSceneController = this; director.CurrentSceneController.LoadResource(); }
void Start() { action = SSDirector.GetInstance().CurrentScenceController as IUserAction; style.normal.textColor = Color.black; style.fontSize = 20; score_style.fontSize = 20; over_style.fontSize = 25; }
// Start is called before the first frame update void Start() { action = SSDirector.GetInstance().CurrentSceneController as IUserAction; textStyle.fontSize = 16; scoreStyle.fontSize = 16; timeStyle.fontSize = 20; gameOverStyle.fontSize = 30; }
void OnTriggerEnter(Collider collider) { if (collider.gameObject.tag == "Player") { FirstController firstController = SSDirector.GetInstance().CurrentScenceController as FirstController; firstController.wall_sign = sign; } }
void Start() { SSDirector.GetInstance().CurrentSceneController = this; diskFactory = Singleton <DiskFactory> .Instance; scoreRecorder = Singleton <ScoreRecorder> .Instance; gameObject.AddComponent <FlyActionManager>(); gameObject.AddComponent <UserGUI>(); }
void OnTriggerEnter(Collider collider) { if (collider.gameObject.name == "Player(Clone)") { sceneController = (Controller)SSDirector.GetInstance().CurrentSceneController; sceneController.wall_sign = sign; } }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; gui = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); }
public void Start() { SSDirector director = SSDirector.GetInstance(); director.genGameObjects = this; LoadResources(); boat_capacity = 2; }
public override void Start() { this.gameobject.GetComponent <Animator>().SetBool("run", true); data = this.gameobject.GetComponent <PatrolData>(); sceneController = SSDirector.GetInstance().currentSceneController as FirstController; enable = true; handle = false; }
public float m_TurnSpeed = 180f; // 坦克转弯速度 void Awake() { director = SSDirector.GetInstance(); director.CurrentSceneController = this; director.CurrentSceneController.LoadResources(); actionManager = GetComponent <CCActionManager>(); m_Rigidbody = player.GetComponent <Rigidbody>(); }
// the first scripts void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; director.CurrentSceneController.LoadResources(); usergui = gameObject.AddComponent <UserGUI>() as UserGUI; }
// Use this for initialization protected void Start() { SceneController = (FirstController)SSDirector.GetInstance().CurrentSceneController; foreach (GameObject i in SceneController.Patrols) { action = PatrolAction.GetSSAction(); this.RunAction(i, action, this); } }
// Use this for initialization void Awake() { SSDirector director = SSDirector.GetInstance(); director.CurrentSceneController = this; Factory = Singleton <GameFactory> .Instance; action_manager = gameObject.AddComponent <PatrolActionManager>() as PatrolActionManager; LoadResources(); }
void Start() { SSDirector.GetInstance().CurrentScenceController = this; gameObject.AddComponent <UserGUI>(); gameObject.AddComponent <ScoreRecorder>(); gameObject.AddComponent <PatrolFactory>(); gameObject.AddComponent <PatrolActionManager>(); LoadResources(); }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; disk_factory = Singleton <DiskFactory> .Instance; action_manager = gameObject.AddComponent <FlyActionManager>() as FlyActionManager; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; }
void Start() { action = SSDirector.GetInstance().CurrentScenceController as IUserAction; header_style = new GUIStyle(); header_style.fontSize = 40; text_style = new GUIStyle(); text_style.fontSize = 20; }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; judgement = Singleton <CCJudgement> .Instance; action_manager = gameObject.AddComponent <PhysisActionManager>() as IActionManager; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; count = 0; }
void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; gui = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); manager = gameObject.AddComponent <MyActionManager>() as MyActionManager; judge = new Judge(start_land, end_land, boat); }
void Start() { SSDirector director = SSDirector.GetInstance(); director.currentSceneController = this; factory = Singleton <PatroFactory> .GetInstance; actionManager = gameObject.AddComponent <PatrolActionManager> () as PatrolActionManager; LoadResources(); recorder = Singleton <ScoreRecorder> .GetInstance; }
void Start() { action = SSDirector.GetInstance().CurrentScenceController as IUserAction; text_style.normal.textColor = new Color(0, 0, 0, 1); text_style.fontSize = 16; score_style.normal.textColor = new Color(1, 0.92f, 0.016f, 1); score_style.fontSize = 16; over_style.fontSize = 25; StartCoroutine(ShowTip()); }
public MySceneActionManager actionManager; //动作管理 void Start() { SSDirector director = SSDirector.GetInstance(); director.CurrentScenceController = this; user_gui = gameObject.AddComponent <UserGUI>() as UserGUI; LoadResources(); actionManager = gameObject.AddComponent <MySceneActionManager>() as MySceneActionManager; }