// Use this for initialization protected override void Start() { base.Start(); treated = false; animator = GetComponent <Animator>(); player = GameObject.FindObjectOfType <PlayerController>(); pieSize *= Screen.height; timer = new Timer(0.8f, Finish); indicatorObject = Entity.Spawn(this.gameObject, indicatorObject); indicator = indicatorObject.GetComponent <TimeIndicator>(); indicator.transform.position = indicator.transform.position + new Vector3(0, 0.95f, 0); indicator.Receiver = timer.GetProgress; //indicator.color = new Color(113f / 255f, 238f / 255f, 244f / 255f); indicator.color = new Color(1, 1, 1, 0.8f); heart = Object.Instantiate(heart, new Vector3(transform.position.x + 0.25f, transform.position.y + 0.5f, transform.position.z), new Quaternion()) as GameObject; heart.transform.parent = transform.parent; heart.GetComponent <Renderer>().sortingOrder = short.MaxValue; heart.SetActive(false); ashes = Entity.Spawn(gameObject, ashes); _ashController = ashes.GetComponent <Ashes>(); ashes.SetActive(false); }
protected override void Start() { base.Start(); // clock = new Timer(1, Break); // clock.Stop(); ashes = Entity.Spawn(gameObject, ashes); _ashController = ashes.GetComponent <Ashes>(); ashes.SetActive(false); }
static void Main(string[] args) { do { Console.Clear(); int n; Console.Write("Enter n pls = "); int.TryParse(Console.ReadLine(), out n); Something[] arr = new Something[n]; for (int i = 0; i < arr.Length; i++) { if (rnd.Next(0, 2) == 0) { arr[i] = new Lentil(); } else { arr[i] = new Ashes(); } } for (int i = 0; i < arr.Length; i++) { Console.WriteLine(arr[i]); } Console.WriteLine("------------------"); Something[] lent = {}; Something[] ash = {}; for (int i = 0; i < arr.Length; i++) { if (arr[i] is Lentil) { Array.Resize(ref lent, lent.Length + 1); lent[lent.Length - 1] = arr[i]; } else { Array.Resize(ref ash, ash.Length + 1); ash[ash.Length - 1] = arr[i]; } } Console.WriteLine("------------------"); Console.WriteLine("lent"); Console.WriteLine("------------------"); for (int i = 0; i < lent.Length; i++) { Console.WriteLine(lent[i]); } Console.WriteLine("------------------"); Console.WriteLine("ash"); Console.WriteLine("------------------"); for (int i = 0; i < ash.Length; i++) { Console.WriteLine(ash[i]); } } while (Console.ReadKey().Key != ConsoleKey.Escape); }
static void Main(string[] args) { Something[] array = new Something[10]; for (int i = 0; i < array.Length; ++i) { if (Something.rnd.Next(0, 2) == 0) { array[i] = new Lentil(); } else { array[i] = new Ashes(); } Console.WriteLine(array[i]); } List <Ashes> ashes = new List <Ashes>(); List <Lentil> lentils = new List <Lentil>(); for (int i = 0; i < array.Length; ++i) { if (array[i] is Lentil) { lentils.Add(array[i] as Lentil); } else { ashes.Add(array[i] as Ashes); } } foreach (var el in ashes) { Console.WriteLine(el); } Console.WriteLine(); foreach (var el in lentils) { Console.WriteLine(el); } }
void Start() { timer = new Timer(PLAYER_SPEED, CompleteMoving); timer.repeating = true; actionTimer = new Timer(PLAYER_SPEED, CompleteAction); var detector = FindObjectOfType <HandyDetector>(); if (detector != null) { detector.defaultObject = transform; } previousPosition = player.position; animState = PlayerAnimState.Idle; canSwitch = true; canMove = true; GroupManager.main.group["Running"].Add(this); GroupManager.main.group["Running"].Add(animator); //GroupManager.main.group["Running"].Add(this, new GroupDelegator(null, ()=>{canMove = true;}, null)); GroupManager.main.group["To Level Over"].Add(this, new GroupDelegator(null, GoBackToIdle, null)); GroupManager.main.group["To Level Over"].Add(animator); // not sure which one is better. GroupManager.main.group["Dialogue"].Add(this, new GroupDelegator(null, GoBackToIdle, null)); GroupManager.main.group["Dialogue"].Add(animator); KeyboardController.Instance.KeyboardEventHandler = this; ashes = Entity.Spawn(gameObject, ashes); _ashController = ashes.GetComponent <Ashes>(); ashes.SetActive(false); IsAlive = true; }