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C# GameObject.Init方法代码示例

本文整理汇总了C#中GameObject.Init方法的典型用法代码示例。如果您正苦于以下问题:C# GameObject.Init方法的具体用法?C# GameObject.Init怎么用?C# GameObject.Init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GameObject的用法示例。


在下文中一共展示了GameObject.Init方法的6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: Load

    /// <summary>
    /// 
    /// </summary>
    /// <param name="fullUrl"></param>
    /// <param name="toPath"></param>
    /// <param name="useCache">如果存在则不下载了!</param>
    /// <param name="expireDays"></param>
    /// <param name="timeout"></param>
    public static CHttpDownloader Load(string fullUrl, string toPath, bool useCache = false, int expireDays = 1, int timeout = 5)
    {
        var downloader = new GameObject("HttpDownlaoder+"+fullUrl).AddComponent<CHttpDownloader>();
        downloader.Init(fullUrl, toPath, useCache, expireDays, timeout);

        return downloader;
    }
开发者ID:henry-yuxi,项目名称:CosmosEngine,代码行数:15,代码来源:CHttpDownloader.cs

示例2: AddFloor

    public void AddFloor()
    {
        var tower = GetTower();

        var floorGO = new GameObject("Floor", typeof (Floor)).GetComponent<Floor>();
        floorGO.Init(FloorType.PointerPerTile);

        Assert.AreEqual(1, tower.Floors.Count());
    }
开发者ID:GreatVV,项目名称:SouffleMatch,代码行数:9,代码来源:TowerConstructionTest.cs

示例3: CheckCanBuildIfCanBuild

    public void CheckCanBuildIfCanBuild()
    {
        var builder = new FloorDescBuilder(FloorType.First);
        builder.MaxAmount = 1;

        Assert.AreEqual(1, builder.MaxAmount);

        var tower = GetTower();

        Assert.IsTrue(builder.CanCreateInTower(tower));

        var floor = new GameObject("Floor", typeof (Floor)).GetComponent<Floor>();
        floor.Init(FloorType.First);

        Assert.IsFalse(builder.CanCreateInTower(tower));

        builder.MaxAmount = 2;

        Assert.IsTrue(builder.CanCreateInTower(tower));
    }
开发者ID:GreatVV,项目名称:SouffleMatch,代码行数:20,代码来源:FloorDescBuilderTest.cs

示例4: AddObjectToLane

    public void AddObjectToLane(string name, int laneId, int _x, EnemySettings settings )
    {
        //  print("new : " + name);
        Enemy enemy = null;

        switch (name)
        {
            case "CoinParticles":
                enemy = Data.Instance.enemiesManager.GetEnemy("CoinParticles");
                enemy.GetComponent<CoinsParticles>().particles.Emit(settings.qty);
                enemy.GetComponent<CoinsParticles>().InitParticles();
                break;
            case "Skate":
                enemy = Data.Instance.enemiesManager.GetEnemy("Skate");
                break;
            case "ObstacleGeneric":
                enemy = Data.Instance.enemiesManager.GetEnemy("ObstacleGeneric");
                break;
            case "Victim":
                enemy = Data.Instance.enemiesManager.GetEnemy("Victim");
                break;
            case "RatiJump":
                enemy = Data.Instance.enemiesManager.GetEnemy("RatiJump");
                break;
            case "RatiEscudo":
                enemy = Data.Instance.enemiesManager.GetEnemy("RatiEscudo");
                break;
            case "PowerUp":
                if(Game.Instance.gameManager.characterManager.character.powerupManager.type == PowerupManager.types.NONE)
                    enemy = Data.Instance.enemiesManager.GetEnemy("PowerUp");
                break;
            case "Coin":
                enemy = Data.Instance.enemiesManager.GetEnemy("Coins");
                break;
            case "ExplosionRatis":
                enemy = Data.Instance.enemiesManager.GetEnemy("ExplosionRatis");
                break;
            case "Resorte":
                enemy = Data.Instance.enemiesManager.GetEnemy("Resorte");
                break;
            case "PowerDown":
              //  if (Game.Instance.gameManager.characterManager.character.powerupManager.type == PowerupManager.types.NONE)
                    enemy = Data.Instance.enemiesManager.GetEnemy("PowerDown");
                break;
        }
        if (enemy == null)
            return;

        GameObject go = enemy.gameObject;
        sortInLayersByLane(go, laneId);

        go.transform.SetParent(all[laneId].transform);
        go.transform.localPosition = new Vector3(_x, 0, 0);
        enemy.Init(settings, laneId);
    }
开发者ID:pontura,项目名称:PungaRaid,代码行数:55,代码来源:Lanes.cs

示例5: CreateBoardUI

	public void CreateBoardUI () {
		board = new char[8,8];
		// Create new holder objects for easy organisation/deletion of board UI elements
		string holderName = "UI Holder";

		if (transform.FindChild (holderName)) {
			GameObject holderOld = transform.FindChild(holderName).gameObject;
			DestroyImmediate(holderOld);
		}

		Transform uiHolder = new GameObject (holderName).transform;
		boardVisibilityController = uiHolder.gameObject;
		uiHolder.parent = transform;

		Transform boardHolder = new GameObject ("Board Holder").transform;
		boardHolder.parent = uiHolder;

		Transform pieceHolder = new GameObject ("Piece Holder").transform;
		pieceVisibilityController = pieceHolder.gameObject;
		pieceHolder.parent = uiHolder;


		// Generate board and piece squares
		squares = new Renderer[8,8];
		pieceSquares = new SpriteRenderer[8,8];


		for (int i = 0; i < 8; i ++) {
			for (int j = 0; j < 8; j ++) {
				int x = GetIndex(j);
				int y = GetIndex(i);
				bool isLightSquare = SquareIsWhite(x,y);

				Vector2 position = new Vector2(-4.5f + x+1, -4.5f + y+1);
				string algebraicCoordinate = Definitions.fileNames[j].ToString() + Definitions.rankNames[i].ToString();


				// squares
				Transform newSquare = Instantiate((isLightSquare)?lightSquare:darkSquare, position, Quaternion.identity) as Transform;
				newSquare.parent = boardHolder;
				newSquare.name =  algebraicCoordinate;
				squares[x,y] = newSquare.GetComponent<Renderer>();

				// pieces
				PieceUI pieceUI = new GameObject(algebraicCoordinate).AddComponent<PieceUI>();
				pieceUI.Init(algebraicCoordinate, position);
				SpriteRenderer sprite = pieceUI.gameObject.AddComponent<SpriteRenderer>();
				sprite.transform.position = position;
				sprite.transform.parent = pieceHolder;
				pieceSquares[x,y] = sprite;
			}
		}

		// Create frame
		Transform newFrame = Instantiate(frame, Vector3.forward * 0.1f, Quaternion.identity) as Transform;
		newFrame.localScale = Vector3.one * (8 + frameSize);
		newFrame.parent = uiHolder;
		newFrame.GetComponent<Renderer> ().sharedMaterial.color = themes[themeIndex].frameColour;

		PaintBoard (themes[themeIndex].lightColour, themes[themeIndex].darkColour);
		InitializeSpriteDictionary ();
	}
开发者ID:NotYours180,项目名称:Chess,代码行数:62,代码来源:ChessUI.cs

示例6: ReloadScene


//.........这里部分代码省略.........

                                _map.Add(new Poll(device, height)).Translate(x, y - (float)(height - 1) / 2, 0);
                                break;
                            }

                        case 'D':
                            {
                                int width = 1;
                                while (x + 1 < line.Length && line[x + 1] == 'D')
                                {
                                    width++;
                                    x++;
                                }
                                _map.Add(new Trigger(o => o.Object.SendMessage("OnDeath", true),
                                    width, 1, 2,
                                    new Vector3(x - (float)(width - 1) / 2, y, 0)));
                                break;
                            }

                        case '^':
                            {
                                int width = 1;
                                while (x + 1 < line.Length && line[x + 1] == '^' && width < 3)
                                {
                                    width++;
                                    x++;
                                }
                                var size = width == 1 ? 2 : 4;
                                var sprite = _map.Add(new Objects.Sprite(device, "grass_" + width, size));
                                sprite.Transform = Matrix.Translation(x - 0.5f, y + size / 2 - 0.5f, -0.75f);
                                break;
                            }

                        case 'H':
                        case 'h':
                            {
                                var size = c == 'H' ? 8 : 4;
                                var sprite = _map.Add(new Objects.Sprite(device, "hill_" + size, size));
                                sprite.Transform = Matrix.Translation(x, y + size / 2 - 0.5f, 1);
                                break;
                            }

                        case '#':
                            {
                                var size = 8;
                                var sprite = _map.Add(new Objects.Sprite(device, "castle", size));
                                sprite.Transform = Matrix.Translation(x, y + size / 2 - 0.5f, 1);
                                break;
                            }

                        case 'C':
                            {
                                int width = 1;
                                while (x + 1 < line.Length && line[x + 1] == 'C' && width < 3)
                                {
                                    width++;
                                    x++;
                                }
                                var cloud = _map.Add(new Cloud(device, width));
                                cloud.Transform = Matrix.Scaling(2) * Matrix.Translation(x - (float)(width - 0.5f), y, 5f);
                                break;
                            }

                        case 'W':
                            {
                                int width = 1;
                                while (x + 1 < line.Length && line[x + 1] == 'W')
                                {
                                    width++;
                                    x++;
                                }
                                var water = _map.Add(new Water(device, 10 * width, 20));
                                water.Transform *= Matrix.Scaling(0.1f)
                                              * Matrix.Translation(x - (float)(width - 1) / 2, y, 0);
                                break;
                            }

                        case 'S': blockTexture = "solid"; break;
                        case 'F': blockTexture = "floor"; break;
                    }

                    if (blockTexture != null)
                    {
                        int width = 1;
                        while (x + 1 < line.Length && line[x + 1] == c)
                        {
                            width++;
                            x++;
                        }
                        var obj = _map.Add(new Block(device, width, 1, 2, blockTexture));
                        obj.Translate(x - (float)(width - 1) / 2, y, 0);
                    }
                }

                y--;
            }

            if (gameRunning)
                _map.Init();
        }
开发者ID:jvlppm,项目名称:pucpr-dx-cube_mario,代码行数:101,代码来源:Level.cs


注:本文中的GameObject.Init方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。