public static CCMoveAction GetSSAction(int newState) { CCMoveAction action = ScriptableObject.CreateInstance <CCMoveAction> (); action.newState = newState; return(action); }
public static CCMoveAction GetSSAction(Vector3 distance, float speed) { CCMoveAction action = ScriptableObject.CreateInstance <CCMoveAction>(); action.distance = distance; action.speed = speed; return(action); }
protected new void Start() { sceneController = (FirstController)Director.getInstance().sceneController; if (sceneController.is_physics == false) { sceneController.actionManager = this; } Fly.Add(CCMoveAction.GetSSAction()); }
protected new void Start() { object_speed = 4.0f; boat_speed = 4.0f; sceneController = (GenGameObjects)SSDirector.getInstance().currentSceneController; sceneController.actionManager = this; move_up = CCMoveAction.GetSSAction(new Vector3(0, 1, 0), object_speed); move_down = CCMoveAction.GetSSAction(new Vector3(0, -1, 0), object_speed); move_to_boat_left = CCMoveToAction.GetSSAction(new Vector3(-2.3f, 2, 0), object_speed); move_to_boat_right = CCMoveToAction.GetSSAction(new Vector3(-1.2f, 2, 0), object_speed); get_on_boat_left = CCSequenceAction.GetSSAction(0, 0, new List <SSAction> { move_up, move_to_boat_left, move_down }); get_on_boat_right = CCSequenceAction.GetSSAction(0, 0, new List <SSAction> { move_up, move_to_boat_right, move_down }); boat_to_end = CCMoveToAction.GetSSAction(new Vector3(1.7f, 0, 0), boat_speed); boat_to_begin = CCMoveToAction.GetSSAction(new Vector3(-1.7f, 0, 0), boat_speed); }
public float time; //运动时间 public static CCMoveAction GetSSAction() { CCMoveAction action = ScriptableObject.CreateInstance <CCMoveAction>(); return(action); }
protected new void Start() { sceneController = (FirstController)Director.getInstance().sceneController; sceneController.actionManager = this; Fly.Add(CCMoveAction.GetSSAction()); }
public void MoveRunAction(GameObject gameObject, int newState) { this.RunAction(gameObject, CCMoveAction.GetSSAction(newState), this); }