private void Awake()
 {
     if (!instance)
     {
         instance = this;
     }
 }
示例#2
0
 // Update is called once per frame
 void Start()
 {
     gun = GetComponent <Gun>();
     cubeSpawner.Spawn(100);
     currentSpawner = cubeSpawner;
     ResetSliders();
 }
示例#3
0
 // Use this for initialization
 void Start()
 {
     S = this;
     for (int i=0; i<numBoids; i++)
     {
         Instantiate (boidPrefab);
     }
 }
示例#4
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 // Start is called before the first frame update
 void Start()
 {
     S = this;
     for (int i = 0; i < numBoids; i++)
     {
         Instantiate(boidPrefab);
     }
 }
示例#5
0
文件: MetaBalls.cs 项目: hjjss/Boids
    // Use this for initialization
    void Start()
    {
        boidsPos = new Vector4[blobCount];
        spawner  = GetComponent <BoidSpawner>();
        spawner.Spawn(blobCount, ref boids);

        mat.SetVectorArray("_ParticlesPos", boidsPos);
        mat.SetFloat("_KAtten", blobSize);
    }
示例#6
0
 // Use this for initialization
 void Start()
 {
     S = this;
     for (int i = 0; i < numBoids; i++)
     {
         Instantiate(boidPrefab);
     }
     heroGO = GameObject.Find("Hero");
 }
    public void SetController(GameObject theController)
    {
        Controller = theController;
        BoidSpawner Spawner = Controller.GetComponent <BoidSpawner>();

        minVelocity = Spawner.minVelocity;
        maxVelocity = Spawner.maxVelocity;
        sightRadius = Spawner.sightRadius;
        init        = true;
    }
示例#8
0
 // Use this for initialization
 void Start()
 {
     // Задаём синглтон
     S = this;
     // Создаём боидов
     for (int i = 0; i < numBoids; i++)
     {
         Instantiate(boidPrefab);
     }
 }
示例#9
0
 // Use this for initialization
 void Start()
 {
     // Set the Singleton S to be this instance of BoidSpawner
     S = this;
     // Instantiate numBoids (currently 100) Boids
     for (int i = 0; i < NumBoids; i++)
     {
         Instantiate(BoidPrefab);
     }
 }
示例#10
0
    // Use this for initialization
    void Start()
    {
        boidsList = new List<Boid>();

        C = this;
        for (int i = 0; i < numCubes; i++)
        {
            GameObject obj = Instantiate(boidPrefab);
            boidsList.Add(obj.GetComponent<Boid>());
        }
    }
示例#11
0
    public Vector3 mousePos;        //鼠标光标位置

    private void Start()
    {
        //设置单例变量S为BoidSpawner的当前实例
        S = this;

        //初始化NumBoids(当前为100)个Boids
        for (int i = 0; i < numBoids; i++)
        {
            Instantiate(boidPrefab);
        }
    }
示例#12
0
    void Start()
    {
        // This instance of BoidSpawner goes into the Singleton S
        S = this;

        // or Instantiate(boidPrefab, boidsParent.transform)
        for (int i = 0; i < numBoids; i++)
        {
            Instantiate(boidPrefab);
        }
    }
示例#13
0
 // Use this for initialization
 void Start()
 {
     // Set the Singleton S to be this instance of BoidSpawner
     S = this;
     // Instantiate numBoids Boids
     for (int i = 0; i < numBoids; i++)
     {
         Instantiate(boidPrefab);
         print("in for loop" + i);
     }
 }
示例#14
0
 void Start()
 {
     //Set singleton S to this instance
     S = this;
     if (Boid.boids != null)
     {
         Boid.boids.Clear();
     }
     for (int i = 0; i < numBoids; i++)
     {
         Instantiate(boidPrefab);
     }
 }
示例#15
0
    public void switchToState(eHarvesterState newState, BoidSpawner boidSpawner = null)
    {
        m_harvesterState = newState;
        m_currentState   = eUnitState.InUseBySecondaryState;
        m_targetID       = Utilities.INVALID_ID;

        switch (newState)
        {
        case eHarvesterState.SetBoidSpawner:
        {
            Assert.IsNotNull(boidSpawner);

            m_harvester.m_boidSpawner = boidSpawner;
        }
        break;

        case eHarvesterState.TargetAvailableBoid:
        {
            Assert.IsNotNull(m_harvester.m_boidSpawner);

            m_harvester.m_targetBoid = m_harvester.m_boidSpawner.getAvailableBoid(m_unit.getID());
            if (m_harvester.m_targetBoid)
            {
                m_tankMovement.moveTo(m_harvester.m_targetBoid.transform.position);
                m_harvesterState    = eHarvesterState.MovingToTargetedBoid;
                m_findAvailableBoid = false;
            }
            else
            {
                m_findAvailableBoid = true;
            }
        }
        break;

        case eHarvesterState.SetDestinationResourceBuilding:
        {
            Assert.IsNotNull(m_harvester.m_buildingToReturnResource);

            fRectangle AABB = m_harvester.m_buildingToReturnResource.GetComponent <Selection>().getAABB();
            m_tankMovement.moveTo(
                Utilities.getClosestPositionOutsideAABB(AABB, transform.position,
                                                        m_harvester.m_buildingToReturnResource.transform.position, m_harvester.m_destinationOffSetHQ));

            m_harvesterState = eHarvesterState.MovingToResourceBuilding;
        }
        break;
        }
    }
示例#16
0
 public void TurnBoidsOn(int i)
 {
     if (i == 0)
     {
         blobSpawner.Toggle(false);
         cubeSpawner.Toggle(true);
         cubeSpawnButton.interactable = cubeDeleteButton.interactable = true;
         currentSpawner = cubeSpawner;
     }
     else if (i == 1)
     {
         cubeSpawner.Toggle(false);
         blobSpawner.Toggle(true);
         cubeSpawnButton.interactable = cubeDeleteButton.interactable = false;
         currentSpawner = blobSpawner;
     }
     ResetSliders();
 }
 // Use this for initialization
 void Start()
 {
     unitrb2d = this.GetComponent <Rigidbody2D>();
     manager  = transform.parent.gameObject;
     limit    = manager.GetComponent <BoidSpawner>();
 }
示例#18
0
 // Start is called before the first frame update
 void Start()
 {
     boidSpawner = GameObject.FindObjectOfType <BoidSpawner>();
     mover       = GetComponent <Mover>();
 }