本文整理汇总了C#中GameManager.ChangeState方法的典型用法代码示例。如果您正苦于以下问题:C# GameManager.ChangeState方法的具体用法?C# GameManager.ChangeState怎么用?C# GameManager.ChangeState使用的例子?那么恭喜您, 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GameManager
的用法示例。
在下文中一共展示了GameManager.ChangeState方法的2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: Start
void Start()
{
Camera.mainCamera.GetComponent<Skybox>().material = GameObject.FindGameObjectWithTag("GameMaster").GetComponent<TextureManager>().Material_Skybox_Dungeon;
_GameManager = GameObject.FindGameObjectWithTag("GameMaster").GetComponent<GameManager>();
_GameManager.ChangeState("Play");
// Find information about the dungeon to spawn
_CurDungeonParameters = _GameManager.CurDungeonParameters;
_curDungeonLevel = _CurDungeonParameters.level;
// Find information about the level to spawn
_mapSizeX = DungeonLevelPool.DungeonLevelList[_curDungeonLevel].SizeX;
_mapSizeZ = DungeonLevelPool.DungeonLevelList[_curDungeonLevel].SizeY;
_nbrOfSquareSpawned = DungeonLevelPool.DungeonLevelList[_curDungeonLevel].NbrSquareForSpawn;
_monsterToSpawn = DungeonLevelPool.DungeonLevelList[_curDungeonLevel].MonsterList;
// Initialize Dungeon
IniDungeon(_mapSizeX, _mapSizeZ);
// Spawn Dungeon
_dungeonMap = DungeonGenerator.SpawnDungeon(_mapSizeX,_mapSizeZ,_nbrOfSquareSpawned,_CurDungeonParameters);
// Initialize P_Pathfinding and Player
IniPathfindGraph(_mapSizeX, _mapSizeZ);
IniPlayer(_dungeonMap, _mapSizeX, _mapSizeZ);
//Spawn all monster for the level
SpawnAllMonster(_monsterToSpawn, _dungeonMap, _mapSizeX,_mapSizeZ);
// Finalize the dungeon iniatiliation
_GameManager.CurZone = DungeonLevelPool.DungeonLevelList[_curDungeonLevel].Name;
_isDungeonStarted = true;
GameObject.FindGameObjectWithTag("PlayerMaster").GetComponent<PlayerHUD>().InitializeMap(_dungeonMap, _mapSizeX, _mapSizeZ);
}
示例2: Start
//private bool _isGameStarted = false;
// Use this for initialization
void Start()
{
_GameManager = GameObject.FindGameObjectWithTag ("GameMaster").GetComponent<GameManager>();
_GameManager.ChangeState("Menu");
_Menu_PanelString = "UI Root (2D)/Camera/Anchor/MenuPanel";
_Menu_Panel = transform.FindChild(_Menu_PanelString).gameObject;
if(_Menu_Panel == null){Debug.Log ("[MenuManager.Start()] - Can't find MenuPanel");}
_Button_NewGame = _Menu_Panel.transform.FindChild("Button (New Game)").gameObject;
if(_Button_NewGame == null){Debug.Log ("[MenuManager.Start()] - Can't find Button(New Game)");}
_Button_LoadGame = _Menu_Panel.transform.FindChild("Button (Load Game)").gameObject;
if(_Button_LoadGame == null){Debug.Log ("[MenuManager.Start()] - Can't find Button(Load Game)");}
_Label_SaveInfo = _Menu_Panel.transform.FindChild("Label (SaveInfo)").gameObject;
if(_Button_LoadGame == null){Debug.Log ("[MenuManager.Start()] - Can't find Label (SaveInfo)");}
SaveLoadSystem.TestForSave();
if(SaveLoadSystem.IsSaveExist) //If save exist
{
_Button_LoadGame.transform.FindChild ("Label").GetComponent<UILabel>().text = "Load Game"; // Display the Load Game text
}
else
{
_Button_LoadGame.transform.FindChild ("Label").GetComponent<UILabel>().text = "[AAAAAA]Save not found. Can't load.[-]"; // Display the No Game found text
}
//UIEventListener.Get(_Button_NewGame ).onClick += NewGameDelegate; // Add the NewGame Delegate to the New Game Button
//UIEventListener.Get(_Button_LoadGame).onClick += LoadGameDelegate; // Add the LoadGame Delegate to the Load Game button
DisplaySaveInformation();
}