示例#1
0
 Compare mycom;                        //检测当前手势为哪种手势的组件
 void Awake()
 {
     a10        = GameObject.Find("1_index_0").GetComponent <Transform>();
     a11        = GameObject.Find("1_index_1").GetComponent <Transform>();
     a12        = GameObject.Find("1_index_2").GetComponent <Transform>();
     mycollider = GameObject.Find("1_index_2").GetComponent <Collider1>();
     mycom      = GameObject.Find("Main Camera").GetComponent <Compare>();
 }
示例#2
0
    Compare mycom;                          //确定当前为哪种手势

    void Awake()
    {
        myfin1  = GameObject.Find("1_index_2").GetComponent <Collider1>();
        myfin2  = GameObject.Find("2_middle_2").GetComponent <Collider2>();
        myfin3  = GameObject.Find("3_ring_2").GetComponent <Collider3>();
        myfin4  = GameObject.Find("4_pinky_2").GetComponent <Collider4>();
        parent  = GameObject.Find("Hand_right_2").GetComponent <Transform>();
        dongjie = RigidbodyConstraints.FreezeAll;
        mycom   = GameObject.Find("Main Camera").GetComponent <Compare>();
    }
示例#3
0
        //Awake is always called before any Start functions
        void Awake()
        {
            // grab each component
            trigger1 = triggerObject1.GetComponent <Collider1>();
            trigger2 = triggerObject2.GetComponent <Collider2>();
            trigger3 = triggerObject3.GetComponent <Collider3>();

            playerx    = player.GetComponent <PartyGoer>();
            moveSprite = player.GetComponent <MoveSprite>();
            for (int num = 0; num < enemies.Count; num++)
            {
                enemix.Add(enemies[num].GetComponent <PartyGoer>());
                enemovement.Add(enemies[num].GetComponent <MoveSprite>());
            }

            //Check if instance already exists
            if (instance == null)
            {
                //if not, set instance to this
                instance = this;
            }

            //If instance already exists and it's not this:
            else if (instance != this)
            {
                //Then destroy this. This enforces our singleton pattern, meaning there can only ever be one instance of a GameManager.
                Destroy(gameObject);
            }

            //Sets this to not be destroyed when reloading scene
            //DontDestroyOnLoad(gameObject);

            //Get a component reference to the attached BoardManager script
            //boardScript = GetComponent<BoardManager2>();

            //Call the InitGame function to initialize the first level
            InitGame();
            stress_visual.value = stress;
            time_count.text     = "Time:" + hours + ": 0" + minutes + " pm";
        }
示例#4
0
        private void checkforDamage(Collider1 trig1, Collider2 trig2, Collider3 trig3)
        {
            if (trig1.entered)
            {
                int addedstress = trig1.count * 3;
                stress += addedstress;
                //Debug.Log("Entered Zone 1," + "Count: " + trig1.count + "Added stress: " + addedstress + "Total Stress: " + stress);
            }

            if (trig2.entered)
            {
                int addedstress = trig2.count * 2;
                stress += addedstress;
                //Debug.Log("Entered Zone 2," + "Count: " + trig2.count + "Added stress: " + addedstress + "Total Stress: " + stress);
            }

            if (trig3.entered)
            {
                int addedstress = trig3.count * 1;
                stress += addedstress;
                //Debug.Log("Entered Zone 3," + "Count: " + trig3.count + "Added stress: " + addedstress + "Total Stress: " + stress);
            }
            stress_visual.value = stress;
        }