Наследование: MonoBehaviour
Пример #1
0
    private void Awake()
    {
        if (Instance != null)
        {
            Destroy(gameObject);
            return;
        }

        Instance = this;
        DontDestroyOnLoad(gameObject);
    }
    // Start is called before the first frame update
    void Start()
    {
        renderer = GetComponent <Renderer>();
        if (renderer != null)
        {
            normalMaterial = renderer.material;
        }

        rigidbody = GetComponent <Rigidbody2D>();

        timeStop = ScriptableObject.CreateInstance <TimeStop>();
    }
Пример #3
0
        public static Grid CreateGridFromTimeTable(TimeTable timeTable)
        {
            Grid MainGrid = new Grid();

            // Create a column for each time stop
            for (int i = 0; i < timeTable.TimeStops.Count; i++)
            {
                MainGrid.ColumnDefinitions.Add(new ColumnDefinition());
            }

            // Create rows for each bus round, plus one for headers
            int numRows = timeTable.TimeStops.Max(t => t.LeaveTimes.Count) + 1;

            for (int i = 0; i < numRows; i++)
            {
                MainGrid.RowDefinitions.Add(new RowDefinition()
                {
                    Height = GridLength.Auto
                });
            }

            for (int t = 0; t < timeTable.TimeStops.Count; t++)
            {
                TimeStop timeStop = timeTable.TimeStops[t];
                var      header   = new TextBlock()
                {
                    Padding    = new Thickness(4),
                    FontSize   = 14,
                    FontWeight = FontWeights.SemiBold,
                    Text       = timeStop.Name
                };
                MainGrid.Children.Add(header);
                Grid.SetColumn(header, t);

                int i = 1;
                foreach (string time in timeStop.GetFormattedLeaveTimes())
                {
                    var block = new TextBlock()
                    {
                        Padding = new Thickness(4),
                        Text    = time
                    };
                    MainGrid.Children.Add(block);
                    Grid.SetColumn(block, t);
                    Grid.SetRow(block, i++);
                }
            }
            return(MainGrid);
        }
Пример #4
0
 public Spellweaver()
 {
     heroTexture = Engine.Engine.GetTexture("Hero/SpellWeaver");
     Hero.loadSprite();
     heroRole            = Classes.SpellWeaver;
     baseHealth          = 350;
     healthPerLevel      = 30;
     requiredBranchLevel = int.MaxValue;
     resetLevel();
     resetHealth();
     abilities[0] = new Fireball();
     abilities[1] = new Blink();
     abilities[2] = new LightningStorm();
     abilities[3] = new IceArmor();
     abilities[4] = new FlameStrike();
     abilities[5] = new TimeStop();
     Enemies.Enemy.UpdateTargets(this);
     Enemies.BossEnemy.UpdateBossTargets(this);
 }
Пример #5
0
 // Use this for initialization
 void Start()
 {
     Black    = GameObject.Find("Black").GetComponent <Fade>();
     TimeStop = GameObject.Find("UI").GetComponent <TimeStop>();
 }
Пример #6
0
 void Update()
 {
     GameObject Time1      = GameObject.Find("TimeStop");
     TimeStop   TimeScript = Time1.GetComponent <TimeStop>();
 }
 // Start is called before the first frame update
 void Start()
 {
     timeStop = ScriptableObject.CreateInstance <TimeStop>();
 }
Пример #8
0
 // Start is called before the first frame update
 void Start()
 {
     myRigidBody = GetComponent <Rigidbody2D>();
     timeStop    = ScriptableObject.CreateInstance <TimeStop>();
 }