public void PlayerTopClicked() { if (mTopState == TopState.Player) { return; } DisableTop(); mTopState = TopState.Player; mBtnPlayerTop.transform.FindChild("Label").GetComponent <UILabel>().color = Color.white; mBtnPlayerTop.transform.FindChild("Bar").gameObject.SetActive(true); // mSub2.SetActive(true); mSub2.SetActive(false); // if(mSub2State == Sub2State.History) // HistoryClicked(); // else LineupClicked(); foreach (UIToggle toggle in mToggles.GetComponentsInChildren <UIToggle>()) { if (toggle.name.Equals(mLineupTeamCode)) { toggle.value = true; } else { toggle.Set(false); } } }
public void MatchTopClicked() { if (mTopState == TopState.Match) { return; } DisableTop(); mTopState = TopState.Match; mBtnMatchTop.transform.FindChild("Label").GetComponent <UILabel>().color = Color.white; mBtnMatchTop.transform.FindChild("Bar").gameObject.SetActive(true); // mSub1.SetActive(true); mSub1.SetActive(false); // if(mSub1State == Sub1State.InfoMatch) InfoMatchClicked(); // else // RankTeamClicked(); foreach (UIToggle toggle in mToggles.GetComponentsInChildren <UIToggle>()) { if (toggle.name.Equals(mInfoMatchTeamCode)) { toggle.value = true; } else { toggle.Set(false); } } }
public void update(IScene scene,double dtArg) { DateTime now = DateTime.UtcNow; TimeSpan difference = now.Subtract(lastUpdate); double dt = difference.Milliseconds/1000.0; lastUpdate = now; IGameObject p; switch (topstate) { case TopState.NoTarget: p = scene.getObjectByTag (Protagonist.tag); if (null != p) { PointD target = ((Protagonist)p).getAchillesHeel (); model.hasTarget = true; model.target = target; topstate = TopState.HasTarget; substate = Substate.Init; handleHasTarget (dt); break; } handleNoTarget (dt); break; case TopState.HasTarget: handleHasTarget (dt); break; default: break; } }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player"); gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent <GameController>(); topState = TopState.Engage; engageState = EngageState.Moving; agent = GetComponentInParent <NavMeshAgent>(); //agent.SetDestination(target.transform.position); }
public void TakeDamage(float amount) { health -= amount; if (health <= 0) { health = 0; topState = TopState.Die; } }
/// <summary> /// 盖子脱离并飞出 /// </summary> public override void Complete() { state = TopState.Running; TopIn.TopIn = false; CurModel.transform.SetParent(null); var v = CurModel.AddComponent <ModelActionRun>(); v.owner = this; v.diration = b.Direction; var v2 = v.transform.GetChild(0).gameObject.AddComponent <ColliderJudgeRun>(); v2.owner = this; }
void Awake() { mTopState = TopState.Empty; mSub1State = Sub1State.Empty; mSub2State = Sub2State.Empty; }