private void Awake() { if (!instance) { instance = this; } }
// Update is called once per frame void Start() { gun = GetComponent <Gun>(); cubeSpawner.Spawn(100); currentSpawner = cubeSpawner; ResetSliders(); }
// Use this for initialization void Start() { S = this; for (int i=0; i<numBoids; i++) { Instantiate (boidPrefab); } }
// Start is called before the first frame update void Start() { S = this; for (int i = 0; i < numBoids; i++) { Instantiate(boidPrefab); } }
// 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); }
// 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; }
// Use this for initialization void Start() { // Задаём синглтон S = this; // Создаём боидов for (int i = 0; i < numBoids; i++) { Instantiate(boidPrefab); } }
// 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); } }
// 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>()); } }
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); } }
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); } }
// 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); } }
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); } }
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; } }
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>(); }
// Start is called before the first frame update void Start() { boidSpawner = GameObject.FindObjectOfType <BoidSpawner>(); mover = GetComponent <Mover>(); }