void Start()
 {
     secTimer = gameObject.AddComponent<zzTimer>();
     secTimer.setInterval(1f);
     secTimer.setImpFunction(second);
     secTimer.enabled = false;
 }
Пример #2
0
 void Start()
 {
     character = soldier.character2D;
     jumpJetEffectzzTimer = gameObject.AddComponent<zzTimer>();
     jumpJetEffectzzTimer.setInterval(jumpJetTime);
     jumpJetEffectzzTimer.addImpFunction(OffJumpJetEffect);
     jumpJetEffectzzTimer.enabled = false;
 }
Пример #3
0
 void Awake()
 {
     base.Awake();
     timer.setInterval(actionLength);
     foreach (var lTimeAction in timeAction)
     {
         lTimeAction.timer = gameObject.AddComponent<zzTimer>();
     }
     actionAnimationEndTimer = gameObject.AddComponent<zzTimer>();
     actionAnimationEndTimer.setInterval(actionAnimationLength);
     actionAnimationEndTimer.setImpFunction(actionAnimationEnd);
     actionAnimationEndTimer.enabled = false;
 }
Пример #4
0
 void Awake()
 {
     if (Network.isClient)
     {
         disappearTimer = gameObject.AddComponent<zzTimer>();
         disappearTimer.setInterval(disappearTime);
         disappearTimer.addImpFunction(disappear);
         setLifeEndEvent();
         disappearEvent = zzUtilities.nullFunction;
     }
     else
         Destroy(this);
 }
Пример #5
0
 void Start()
 {
     if (stunSucceedEvent==null)
     {
         stunSucceedEvent = zzUtilities.nullFunction;
     }
     if (stunFailEvent == null)
     {
         stunFailEvent = zzUtilities.nullFunction;
     }
     timer = gameObject.AddComponent<zzTimer>();
     timer.setInterval(0.05f);
     timer.addImpFunction(updateTransaction);
     timer.enabled = false;
 }
 protected override void initWhenHost()
 {
     fireTimer = gameObject.AddComponent<zzTimer>();
     fireTimer.addImpFunction(fireAndSetNextTime);
     fireTimer.setInterval(getIntervalAndMove());
 }
Пример #7
0
    /// <summary>
    /// 切换(开启 关闭)狙击模式
    /// </summary>
    /// <param name="sSniper">狙击器</param>
    /// <param name="sHero">英雄</param>
    public void changeSniper(GameObject sSniper,GameObject sHero)
    {
        if (!sniperBool)
        {
            //print("开");
            sniperBool = true;
            sniperObject = sSniper;

            heroObject = sHero;
            Vector3 v3 = new Vector3(heroObject.transform.position.x,heroObject.transform.position.y,-10f);

            targetTemp = cameraFollow.target;
            cameraFollow.target = null;

            amplificationTime.enabled = true;

            if (!smoothT)
            {
                smoothT=mainCamera.AddComponent<smooth>();
            }

            #warning 更改
            rectHeight = Screen.height * 4;
            rectWidth = rectHeight;

            vReticle.y= (Screen.height - rectHeight) / 2;
            vReticle.x = (Screen.width - rectWidth) / 2;

            Vector3 vTemp = new Vector3();

            vTemp = vReticle;

            smoothT.target = vTemp;
            smoothT.local = vReticle;

            smoothT.mainCamera = mainCamera;

            shootTime = gameObject.AddComponent<zzTimer>();
            shootTime.setInterval(sniperObject.GetComponent<SniperEntrance>().getSniperData().interval);
            shootTime.addImpFunction(shootBoolFunction);
            shootTime.enabled = false;
        }
    }
Пример #8
0
    // Use this for initialization
    void Start()
    {
        //找到System对象
        if (!SystemObject)
        {
            SystemObject = GameObject.Find("System");
        }

        //找到摄像机
        if (!(mainCamera && cameraT))
        {
            mainCamera = GameObject.Find("Main Camera");
            cameraT = mainCamera.GetComponent<Camera>();
        }

        //找到_2DCameraFollow组件
        if (!cameraFollow)
        {
            cameraFollow = mainCamera.GetComponent<_2DCameraFollow>();
        }

        amplificationTime = gameObject.AddComponent<zzTimer>();
        amplificationTime.setInterval(intervalNumber);
        amplificationTime.addImpFunction(amplification);
        amplificationTime.enabled = false;

        reduceTime = gameObject.AddComponent<zzTimer>();
        reduceTime.setInterval(intervalNumber);
        reduceTime.addImpFunction(reduce);
        reduceTime.enabled = false;

        //

        mainCamera.GetComponent<StartSupply>().startSupplyPlane(5.0f,-150.0f,-80.0f,0.0f,8.0f);
    }
 void Start()
 {
     timer = gameObject.AddComponent<zzTimer>();
     timer.setInterval(interval);
     timer.addImpFunction(createObject);
 }
Пример #10
0
    void Start()
    {
        actionCommandTimer = gameObject.AddComponent<zzTimer>();
        actionCommandTimer.setInterval(actionCommandUpdateInterval);
        actionCommandTimer.addImpFunction(fireDetect);

        nowAim = adversaryBase;

        UpdateCommand();
    }
Пример #11
0
    void Start()
    {
        waveTimer = gameObject.AddComponent<zzTimer>();
        waveTimer.setInterval(waveCreatedInterval);
        waveTimer.addImpFunction(createWave);
        if (zzCreatorUtility.isHost())
        {
            attackTimer = gameObject.AddComponent<zzTimer>();
            attackTimer.setInterval(attackInterval);
            //zTimer.setImpFunction(My);
            attackTimer.addImpFunction(Attack);
        }
        else
            attackTimer = waveTimer;

        fireTimer = gameObject.AddComponent<zzTimer>();
        fireOff(timeOffset);
    }
Пример #12
0
    //void _toGetItemBagID()
    //{
    //    zzItemBagControl itemBagControl = hero.GetComponent<zzItemBagControl>();
    //    itemBagID = itemBagControl.getBagID();
    //}
    //function _theHeroDead()
    //创建只能在服务器端调用
    void _rebirthHero(Life p)
    {
        if (!haveFirstCreate)
            Debug.LogError("haveFirstCreate == false");

        //if (HeroBelongToThePlayer())
        //{
        //    //释放之前的输入
        //    _releaseControl(hero);
        //}

        _createHeroRebirthClock();

        //重生的延迟执行
        rebirthTimer = gameObject.AddComponent<zzTimer>();

        rebirthTimer.addImpFunction(_rebirthHeroCreate);
        rebirthTimer.setInterval(rebirthTime);
        //if(Network.peerType !=NetworkPeerType.Disconnected)
        //	GameObject lHeroObject = Network.Instantiate(heroPrefab,transform.position,Quaternion(),0);

        //haveFirstCreate = true;
    }
Пример #13
0
    void RPCCreateHeroRebirthClock()
    {
        rebirthClockTimer = gameObject.AddComponent<zzTimer>();
        rebirthClockTimer.addImpFunction(_updateRebirthTimeLeave);
        rebirthClockTimer.setInterval(1.0f);

        rebirthClockUI.setVisible(true);
        rebirthTimeLeave = rebirthTime;
        rebirthClockUI.setText(rebirthTimeLeave.ToString());
    }
Пример #14
0
    void Start()
    {
        if (!zzCreatorUtility.isHost())
        {
            Destroy(this);
            return;
        }

        //寻路的计时器
        pathTimer = gameObject.AddComponent<zzCoroutineTimer>();
        pathTimer.setInterval(pathSearchInterval);
        pathTimer.setImpFunction(this.pathUpdate);

        //行为更新的计时器
        actionCommandTimer = gameObject.AddComponent<zzTimer>();
        actionCommandTimer.setInterval(actionCommandUpdateInterval);
        actionCommandTimer.addImpFunction(this.actionCommandUpdate);

        //广范围探测追踪(敌人)的计时器
        zzCoroutineTimer lFollowDetectorTimer = gameObject.AddComponent<zzCoroutineTimer>();
        lFollowDetectorTimer.setInterval(followDetectIterval);
        lFollowDetectorTimer.setImpFunction(this.detectFollowed);

        if (!actionCommandControl)
            actionCommandControl = gameObject.GetComponentInChildren<ActionCommandControl>();

        AIStart();

        //产生第一个命令
        if (enable)
        {
            pathUpdate();
            actionCommandUpdate();
        }
    }
Пример #15
0
 void hideObject()
 {
     renderObject.SetActiveRecursively(false);
     showRenderObjectTimer = gameObject.AddComponent<zzTimer>();
     showRenderObjectTimer.addImpFunction(showObject);
     showRenderObjectTimer.setInterval(hideTime);
 }