示例#1
0
 void Start()
 {
     lazerState = true;
     MPool      = new MemoryPool();
     MPool.Create(playerLazer, lazerMaxPool);
     lazerArray = new GameObject[lazerMaxPool];
 }
    void Start()
    {
        m_bulletPrefabs = Resources.LoadAll <GameObject>("Prefabs/Bullet/");

        if (m_distance == DISTANCE.E_SHORTTYPE)
        {
            m_normalAttack_collCheck.SetActive(false);
            m_skill_collCheck.SetActive(false);
        }
        if (m_distance == DISTANCE.E_LONGTYPE)
        {
        }

        if (m_distance == DISTANCE.E_MIXTYPE)
        {
            if (PlayerPrefs.GetString("SelectCharacter") == "Yuko")
            {
                m_bulletCount = 5;
                m_bullet      = new GameObject[m_bulletCount];
                m_bulletpool.Create(m_bulletPrefabs[0], m_bulletCount);
                for (int i = 0; i < m_bullet.Length; i++)
                {
                    m_bullet[i] = null;
                }
            }
        }
    }
示例#3
0
 void Start()
 {
     FireState     = true;                                 // 처음에 파이어 볼 발사할 수 있도록 발사 상태 변수를 트루로 만든거
     FireBallMPool = new MemoryPool();                     // 메모리 풀을 초기화
     FireBallMPool.Create(BossFireBall, FireBallMaxPool);  // BossFireBall을 FireballMaxPool만큼 생성
     FireBallArray = new GameObject[FireBallMaxPool];      // 배열을 초기화 해 줌
 }
示例#4
0
 // Use this for initialization
 private void Awake()
 {
     playerSound      = GetComponent <PlayerSoundSetting>();
     MyState          = GetComponent <PlayerState>();
     PlayerViberation = GetComponent <Viberation>();
     camTr            = Camera.main.transform;
     MarkerRotate     = Beejae_Marker[0].transform.rotation;
     AzuraHands       = new TouchCollision[2];
     AzuraHands[0]    = Hands[0].GetComponent <TouchCollision>();
     AzuraHands[1]    = Hands[1].GetComponent <TouchCollision>();
     typecheck        = GetComponentInChildren <LineDraw>();
     if (typecheck.IsHaveSkill(0))
     {
         int poolCount = 5;
         Azurapool.Create(AzuraBallPrefab, poolCount);
         AzuraBall = new GameObject[poolCount];
         for (int i = 0; i < AzuraBall.Length; ++i)
         {
             AzuraBall[i] = null;
         }
     }
     if (typecheck.IsHaveSkill(1))
     {
         int poolCount = 5;
         Arrowpool.Create(ArrowPrefab, poolCount);
         Arrow = new GameObject[poolCount];
         for (int i = 0; i < Arrow.Length; ++i)
         {
             Arrow[i] = null;
         }
     }
 }
示例#5
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 void Start()
 {
     splatterParticles = GetComponent <ParticleSystem>();
     collisionEvents   = new List <ParticleCollisionEvent>();
     bloodParticlePool = new MemoryPool();
     bloodParticlePool.Create(bloodParticlePrefab, 100, fireTraceParent);
 }
示例#6
0
 void Start()
 {
     MissileStatus = true;
     Mpool         = new MemoryPool();
     Mpool.Create(PlayerMissile, MissileMaxPool);
     MissileArray = new GameObject[MissileMaxPool];
 }
 void Start()
 {
     enemyPool.Create(enemy, generateNum, this.transform);
     stage_EnemyZone = GameObject.FindGameObjectsWithTag("SpawnZone");
     StartCoroutine(Generate());
     DontDestroyOnLoad(gameObject);
 }
示例#8
0
    // Use this for initialization
    void Start()
    {
        FireState = true;

        mPool = new MemoryPool();
        mPool.Create(PlayerBullet, BulletMaxPool);
        BulletArray = new GameObject[BulletMaxPool];
    }
示例#9
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 protected override void OnLoad()
 {
     base.OnLoad();
     TouchEffects    = new GameObject[10];
     memoryPoolTouch = new MemoryPool();
     memoryPoolTouch.Create(TouchEffect, 10, parent);
     offsetX = Screen.width / 2;
     offsetY = Screen.height / 2;
 }
示例#10
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 void Start()
 {
     missile_pool.Create(EnemyMissile, MissileCount);
     enemy_missile = new GameObject[MissileCount];
     for (int i = 0; i < enemy_missile.Length; i++)
     {
         enemy_missile[i] = null;
     }
 }
示例#11
0
 void Start()
 {
     MyState = player.transform.parent.GetComponent <PlayerState>();
     myTime  = 0;
     for (int i = 0; i < Prefab.Count; ++i)
     {
         pool.Create(Prefab[i], Prefab_Count[i]);
     }
     StartCoroutine("MobGen");
 }
示例#12
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    private void Start()
    {
        bulletHolePool.Create(hitHolePrefab, 6, fireTraceParent);
        flarePool.Create(hitSparkPrefab, 6, fireTraceParent);
        bulletCasingPool.Create(bulletCasingPrefab, 11, fireTraceParent);
        bloodParticlePool.Create(bloodParticlePrefab, 100, fireTraceParent);
        characterController = GetComponentInParent <CharacterController>();

        anim = GameObject.Find("Player").GetComponent <Animator>();
    }
示例#13
0
    // Use this for initialization
    void Start()
    {
        int poolCount = 5;

        pool.Create(ArrowPrefab, poolCount);
        Arrow = new GameObject[poolCount];
        for (int i = 0; i < Arrow.Length; ++i)
        {
            Arrow[i] = null;
        }
    }
示例#14
0
 void Start()
 {
     // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정
     FireState = true;
     // 메모리 풀을 초기화합니다.
     MPool = new MemoryPool();
     // PlayerMissile을 MissileMaxPool만큼 생성합니다.
     MPool.Create(Stone, EnemyMaxPool);
     // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.)
     EnemyArray = new GameObject[EnemyMaxPool];
 }
示例#15
0
 void Start()
 {
     // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정
     FireState       = true;
     Player_Animator = GetComponent <Animator>();
     // 메모리 풀을 초기화합니다.
     MPool = new MemoryPool();
     // PlayerMissile을 MissileMaxPool만큼 생성합니다.
     MPool.Create(PlayerMissile, MissileMaxPool);
     // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.)
     MissileArray = new GameObject[MissileMaxPool];
 }
示例#16
0
    void Start()
    {
        FireState = true;
        DeadCheck = IsDead();

        /* 미사일 생성 */
        MPool.Create(MissileObject, MissileMaximumPool);
        MissileLeft  = new GameObject[MissileMaximumPool / 2];
        MissileRight = new GameObject[MissileMaximumPool / 2];

        MissileSound.Stop();
    }
示例#17
0
    // Use this for initialization
    void Start()
    {
        startTime = Time.time;
        int poolCount = 10;

        pool.Create(missilePrefab, poolCount);
        missile = new GameObject[poolCount];
        for (int i = 0; i < missile.Length; ++i)
        {
            missile[i] = null;
        }
    }
示例#18
0
    void Start()
    {
        // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정
        FireState = false;

        // 메모리 풀을 초기화합니다.
        MPool = new MemoryPool();
        // PlayerMissile을 MissileMaxPool만큼 생성합니다.
        MPool.Create(AddMissile, MissileMaxPool);
        // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.)
        MissileArray = new GameObject[MissileMaxPool];
    }
示例#19
0
    void Start()
    {
        EventSP   = GameObject.Find("Player Event");
        DownShift = GameObject.Find("DownShift");

        MPool.Create(MissileObject, MissileMaximumPool);    // 미사일 오브젝트를 메모리풀에 등록
        Missile = new GameObject[MissileMaximumPool];       // 미사일 오브젝트를 배열에 생성

        GetComponent <Enemy_Info>().FireState   = true;
        GetComponent <Enemy_Info>().FireEnabled = false;
        GetComponent <Enemy_Info>().ScoreCheck  = false;
        GetComponent <AudioSource>().Stop();
    }
示例#20
0
 /* 프로그램 시작하자 마자 실행 */
 void Start()
 {
     // 미사일 생성
     pool.Create(Missile, MissilePoolCount);
     missile_left  = new GameObject[MissilePoolCount];
     missile_right = new GameObject[MissilePoolCount];
     for (int i = 0; i < missile_left.Length; i++)
     {
         missile_left[i]  = null;
         missile_right[i] = null;
     }
     Deadcheck = GameObject.Find("Player").GetComponent <Player_Move>().Deadcheck;
 }
示例#21
0
    // Use this for initialization
    void Start()
    {
        EventSP   = GameObject.Find("Player Event");
        DownShift = GameObject.Find("DownShift");
        Boss4     = GameObject.Find("Level4 Boss");

        // Create Missile
        MPool1.Create(MissileObject1, Missile1Pool);
        Missile1 = new GameObject[Missile1Pool];

        GetComponent <Enemy_Info>().ScoreCheck  = false;
        GetComponent <Enemy_Info>().FireState   = true;
        GetComponent <Enemy_Info>().FireEnabled = false;
    }
示例#22
0
    void Start()
    {
        // 처음에 화살을 발사할 수 있도록 제어변수를 true로 설정
        FireState = true;

        //메모리 풀을 초기화
        MPool = new MemoryPool();

        //Arrow를 ArrowMaxPool만큼 생성
        MPool.Create(Arrow, ArrowMaxPool);
        // 배열도 초기화 (null값)
        ArrowArray = new GameObject[ArrowMaxPool];

        animatorA = GetComponent <Animator>();            //애니메이터 만듬
    }
示例#23
0
    // Use this for initialization
    void Start()
    {
        // Food Spawn 가능 상태로 변경
        // FoodSpwanState = true;

        // MemeoryPool Init
        MPool = new MemoryPool();
        MPool.Create(food, FoodMaxPool, FoodParent.transform);

        // Food 배열 초기화
        FoodprefabArray = new GameObject[FoodMaxPool];

        // Spawn food every 4 seconds, starting in 0.5
        // InvokeRepeating("Spawnf", 0.5f, 4f);
    }
示例#24
0
    // Use this for initialization
    void Start()
    {
        EventSP   = GameObject.Find("Player Event");
        DownShift = GameObject.Find("DownShift");
        Boss4     = GameObject.Find("Level4 Boss");

        // Create Missile
        MPool1.Create(MissileObject1, Missile1Pool);
        Missile1 = new GameObject[Missile1Pool];


        Score       = false;
        FireState   = true;
        FireEnabled = false;
    }
示例#25
0
    void Start()
    {
        // 게임 실행과 동시에 적 생성
        enemy1_pool.Create(EnemyObject1, Enemy1Count);
        enemy1      = new GameObject[Enemy1Count];
        enemy_State = true;
        for (int i = 0; i < enemy1.Length; i++)
        {
            enemy1[i] = null;
        }

        //데스카운터 초기화
        Enemy_Death_Counter = 0;

        EnemySpawnMaxXpos = Player.MoveMaxXpos;
    }
示例#26
0
    void Start()
    {
        // 처음에 미사일을 발사할 수 있도록 제어변수를 true로 설정
        FireState = true;
        // 메모리 풀을 초기화합니다.
        MPool = new MemoryPool();
        // PlayerMissile을 MissileMaxPool만큼 생성합니다.
        MPool.Create(Click, MissileMaxPool);
        // 배열도 초기화 합니다.(이때 모든 값은 null이 됩니다.)
        MissileArray = new GameObject[MissileMaxPool];

        FireShoot = false;
        FireCount = 0;
        FireLimit = 50;

        Camera = GameObject.FindWithTag("MainCamera").GetComponent <CameraShaker>();
    }
示例#27
0
    // Use this for initialization
    void Start()
    {
        this.gameControl =
            GameObject.FindGameObjectWithTag("GameController").GetComponent <GameControl>();
        this.anim = GetComponent <Animator>();

        this.next_step = STEP.RUN;

        pool.Create(effect, 7);

        // 애니메이션 초기화
        this.anim.SetFloat("Speed", 0.0f);

        // 시작 위치에서의 Y값 저장( 점프 높이
        this.origin_position = this.transform.localPosition;
        JUMP_SPEED_REDUCE    = JUMP_KEY_RELEASE_REDUCE;
    }
示例#28
0
    // Use this for initialization
    void Start()
    {
        EventSP   = GameObject.Find("Player Event");
        DownShift = GameObject.Find("DownShift");

        // Create missile into memory pool
        MPool1.Create(MissileObject1, MissileMaximumPool * 2);
        MPool2.Create(MissileObject2, MissileMaximumPool / 2);
        MPool3.Create(MissileObject3, MissileMaximumPool / 2);
        Missile1 = new GameObject[MissileMaximumPool * 2];
        Missile2 = new GameObject[MissileMaximumPool / 2];
        Missile3 = new GameObject[MissileMaximumPool / 2];

        GetComponent <Enemy_Info>().ScoreCheck  = false;
        GetComponent <Enemy_Info>().FireState   = true;
        GetComponent <Enemy_Info>().FireEnabled = false;
        Pattern = 1;
    }
示例#29
0
    public void InitRhythmGameNote()
    {
        RightNote       = new GameObject[10];
        memoryPoolRight = new MemoryPool();
        memoryPoolRight.Create(noteItem, 10, rightParent);

        LeftNote       = new GameObject[10];
        memoryPoolLeft = new MemoryPool();
        memoryPoolLeft.Create(noteItem, 10, leftParent);

        Effect           = new GameObject[10];
        memoryPoolEffect = new MemoryPool();
        memoryPoolEffect.Create(effectItem, 10, this.gameObject);

        //rightButton.SetActive(true);
        //leftButton.SetActive(true);

        AddMessage();
    }
示例#30
0
    // Use this for initialization
    void Start()
    {
        EventSP   = GameObject.Find("Player Event");
        DownShift = GameObject.Find("DownShift");
        Boss4     = GameObject.Find("Level4 Boss");

        // Create Missile
        MPool1.Create(MissileObject1, Missile1Pool * SemiPool);
        MPool2.Create(MissileObject2, Missile2Pool * SemiPool);
        Missile1 = new GameObject[Missile1Pool * SemiPool];
        Missile2 = new GameObject[Missile2Pool * SemiPool];
        Missile3 = new GameObject[Missile3Pool * SemiPool];

        Score       = false;
        FireState   = true;
        FireEnabled = false;
        Pattern     = 1;
        SemiPattern = 0;
    }