// Start is called before the first frame update void Start() { boat_control = boat.GetComponent <BoatControl>(); text = GetComponent <Text>() as Text; start_time = 0; time = TIME_LIMITED; }
public void LoadPrefabs() { GameObject river = (GameObject)Instantiate(Resources.Load("Prefabs/River", typeof(GameObject)), Vector3.up, Quaternion.identity, null); river.name = "River"; fromShore = new ShoreControl("From"); toShore = new ShoreControl("To"); boat = new BoatControl(); for (int i = 0; i < 3; i++) { ItemControl item = new ItemControl("Priest"); item.item.name = "Priest" + i; item.item.transform.position = fromShore.GetEmptyPosition(); item.GetOnShore(fromShore); fromShore.GetOnShore(item); itemCtrls[i] = item; } for (int i = 0; i < 3; i++) { ItemControl item = new ItemControl("Devil"); item.item.name = "Devil" + i; item.item.transform.position = fromShore.GetEmptyPosition(); item.GetOnShore(fromShore); fromShore.GetOnShore(item); itemCtrls[i + 3] = item; } }
// Start is called before the first frame update void Awake() { boat_control = boat.GetComponent <BoatControl>(); count_time = count_time_gameobject.GetComponent <CountTime>(); go_text = go_text_gameobject.GetComponent <Text>(); result_text = result_text_gameobject.GetComponent <Text>(); }
void Awake() { if (s_instance == null) { s_instance = this; } else { Destroy(gameObject); } }
// Start is called before the first frame update void Start() { boat_control = boat.GetComponent <BoatControl>(); compass.SetActive(true); compass_arrow.transform.eulerAngles = new Vector3(0, 0, 0); speed_text = GameObject.Find("Speed").GetComponent <Text>(); mileage_text = GameObject.Find("Mileage").GetComponent <Text>(); mileage = 0; speed_pre = compass_show_speed_threshold * 2; }
public void MoveBoat(BoatControl boatCtrl) { SSMoveToAction action; if (boatCtrl.status == -1) { action = SSMoveToAction.GetSSMoveToAction(boatCtrl.from, BoatControl.speed); } else { action = SSMoveToAction.GetSSMoveToAction(boatCtrl.to, BoatControl.speed); } boatCtrl.status = -boatCtrl.status; AddAction(boatCtrl.boat, action, this); }