本文整理汇总了C#中CameraController.AddState方法的典型用法代码示例。如果您正苦于以下问题:C# CameraController.AddState方法的具体用法?C# CameraController.AddState怎么用?C# CameraController.AddState使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CameraController
的用法示例。
在下文中一共展示了CameraController.AddState方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: Initialize
void Initialize()
{
// Prevents duplicate GameManagers, but allows for easier testing
if (Instance != FindObjectOfType<GameManager>())
{
gameObject.SetActive(false);
return;
}
// Don't destroy this; other GameManagers in other scenes should be disabled before build and for testing should use GameStateInit
DontDestroyOnLoad(this);
// Create new inventory
if (m_inventory == null)
{
m_inventory = new Inventory(slots);
}
///////////////////////
// Create new CharacterManager
if (m_characters == null)
{
// No auto; let game states search by their own
m_characters = new CharacterManager(false);
}
///////////////////////
// Create new CameraController
if (m_camera == null)
{
// Add targets after scene load
m_camera = new CameraController(/*Human.Link.gameObject, Dog.Link.gameObject*/);
// Add states, but change on GameStatePlay
m_camera.AddState(new CameraStateFollow(movementSmooth, rotationSmooth, minY, maxY));
//Camera.ChangeState("CameraStateFollow");
}
///////////////////////
// Create a new UI Manager
if (m_ui == null)
{
//BUG: this seems to be null'd after first scene load?
m_ui = new UIManager(false);
}
///////////////////////
// Create new GameStateMachine
if (GameState == null)
{
GameState = new GameStateMachine();
// Add some states
GameState.AddStatesRange(new GameStatePlay(), new GameStateStart(), new GameStateEnd(), new GameStateLoad(), new GameStateInit());
GameState.ChangeState(startState); // Set starting statea
GameState.UpdateState(); // Update to that state immidiately
}
///////////////////////
// Refresh GameManager once after all systems are initialized
Refresh();
}