private void CompleteFuWei() { for (int i = 0; i < 6; i++) { SinglePlatFormControl.P2P_runing_StopOne(m_ControlData.mSinglePlatFormControl.thisplatform.g_handle, i); } WaitForTime tm = new WaitForTime(1.0f, TCaculator); }
private void TCaculator() { m_ControlData.mSinglePlatFormControl.thisplatform.CaculatorBili(m_ControlData.mConfigXML.P_XingC); m_ControlData.mSinglePlatFormControl.thisplatform.SetOrigPosAll(); for (int i = 0; i < 6; i++) { SinglePlatFormControl.P2P_runing_start(m_ControlData.mSinglePlatFormControl.thisplatform.g_handle, i, m_ControlData.mConfigXML.FU_Acc, m_ControlData.mConfigXML.FU_speed, m_ControlData.mConfigXML.FU_speed, 0); } WaitForTime tm = new WaitForTime(1.0f, ToClear); // m_ControlData.mSinglePlatFormControl.Set_Limitswitch(0); }
//this is called before start void Awake() { wait = GameObject.Find("Space Invader Start").GetComponent("WaitForTime") as WaitForTime; //set the number of rows and columns of invaders manHPLeft = 3; noOfInvaders = 0; numberOfInvadersCol = 5; numberOfInvadersRow = 11; invaders = new GameObject[numberOfInvadersCol, numberOfInvadersRow]; manHP = GameObject.Find("man").GetComponent("Damagable") as Damagable; gameOver = GameObject.Find("GameOver").GetComponent("GameOver") as GameOver; placeInvaders(); }
private void ConnectAndPrepare() { EnabledReadybutton(false); //usemanual = true; GlobalClass.NowCarType = CardType.iMC4xxE_A; if (IsPreparing) { return; } IsPreparing = true; if (m_ControlData.mSinglePlatFormControl.ConnectToMachine() == false) { MessageBox.Show("控制卡连接失败,请检查接线"); IsPreparing = false; return; } WaitForTime tmpw = new WaitForTime(1.0f, Config); }
private IEnumerator RemoveCoroutine() { WaitForTime wait = new WaitForTime(m_effectDefinition.endAnimationDuration); List <FloatingCounterFloatingObject> floatingObjects = m_floatingObjects; int num; for (int i = floatingObjects.Count - 1; i >= m_objectsCount; i = num) { floatingObjects[i].Clear(); floatingObjects.RemoveAt(i); yield return(wait); wait.Reset(); num = i - 1; } yield return(null); Reposition(); }
public void CreateLine(List <Cell> points) { List <Transform> path = fromPointsToTransform(points); WaitForTime wait = Line[0].gameObject.GetComponent <WaitForTime>(); LR = Line[0].gameObject.GetComponent <LineRenderer>(); wait.StartTimer(); LR.material.color = UnityEngine.Color.red; LR.sortingOrder = 4; LR.sortingLayerName = "Cell"; LR.useWorldSpace = true; LR.startWidth = 0.1f; LR.endWidth = 0.1f; if (path.Count != 0) { // Set some positions Vector3[] positions = new Vector3[path.Count]; LR.positionCount = path.Count; for (int i = 0; i < path.Count; i++) { var pointPath = new Vector3(path[i].position.x, path[i].position.y, 100); positions[i] = pointPath; //Debug.Log(path[i].position); } LR.SetPositions(positions); //ResetLine(LR); //waiter(); } }
private void Config() { int res = m_ControlData.mSinglePlatFormControl.thisplatform.DoConfigCard(); WaitForTime tmpw = new WaitForTime(1.0f, /*prepareres*/ BeginRes); }