本文整理汇总了C#中GameStateManager.EnsureCoreScriptsAdded方法的典型用法代码示例。如果您正苦于以下问题:C# GameStateManager.EnsureCoreScriptsAdded方法的具体用法?C# GameStateManager.EnsureCoreScriptsAdded怎么用?C# GameStateManager.EnsureCoreScriptsAdded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GameStateManager
的用法示例。
在下文中一共展示了GameStateManager.EnsureCoreScriptsAdded方法的7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
// Set reference pointers to the correct objects.
public void Start()
{
// Get the main object reference and ensure core scripts are added.
GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0];
if(GameObject.FindGameObjectsWithTag("MainObject").Length > 1){
GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject");
for(int i = 0; i < mainObjectList.Length; ++i){
if(mainObjectList[i].GetComponent<GameStateManager>().objectSaved){
mainObject = mainObjectList[i];
}
}
}
gameStateManagerRef = mainObject.GetComponent<GameStateManager>();
gameStateManagerRef.EnsureCoreScriptsAdded();
// Get the global variables reference.
GameObject gVar = GameObject.FindGameObjectsWithTag("globalVariables")[0];
globalVariables = gVar.GetComponent<GVariables>();
}
示例2: Start
void Start()
{
// the following is now needed due to the prefab of 'MainObject'
GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0];
gameStateManagerRef = mainObject.GetComponent<GameStateManager>();
gameStateManagerRef.EnsureCoreScriptsAdded();
screenManagerRef = mainObject.GetComponent<ScreenManager>();
soundManagerRef = mainObject.GetComponent<SoundManager>();
characterControllerRef = GameObject.FindGameObjectWithTag("Player").GetComponent<TWCharacterController>();
mainCamera = GameObject.FindGameObjectWithTag("MainCamera");
// get a reference to the tear manager
tearManager = GameObject.FindGameObjectWithTag("TearManager").GetComponent<TearManager>();
// get a reference to fold
fold = GameObject.FindGameObjectWithTag("FoldObject").GetComponent<Fold>();
LvlGoalCoreRef = GameObject.FindGameObjectWithTag("GoalCore").GetComponent<LvlGoalCore>();
// Get the global variables reference.
GameObject gVar = GameObject.FindGameObjectsWithTag("globalVariables")[0];
globalVariables = gVar.GetComponent<GVariables>();
// if the goal is on the backside move necessary components by offset to be at correct location.
if(goalOnBackSide){
// change the box collider on the goal core
Vector3 GoalCollider = this.gameObject.GetComponent<BoxCollider>().center;
GoalCollider = new Vector3(GoalCollider.x, GoalCollider.y, GoalCollider.z + (offset*2f));
this.gameObject.GetComponent<BoxCollider>().center = GoalCollider;
// change the graphics child object position
Vector3 GraphicTrans = transform.FindChild("Graphics").transform.position;
GraphicTrans = new Vector3(GraphicTrans.x, GraphicTrans.y, GraphicTrans.z + offset);
transform.FindChild("Graphics").transform.position = GraphicTrans;
// change the goal core child object.
Vector3 GoalCoreTrans = transform.FindChild("GoalCore").transform.position;
GoalCoreTrans = new Vector3(GoalCoreTrans.x, GoalCoreTrans.y, GoalCoreTrans.z + offset);
transform.FindChild("GoalCore").transform.position = GoalCoreTrans;
}
buttonCamera = GameObject.FindGameObjectWithTag("button");
}
示例3: Start
// Use this for initialization.
public void Start()
{
// Ensures all necessary scripts are added for the MainObject
gameStateManagerRef = gameObject.GetComponent<GameStateManager>();
gameStateManagerRef.EnsureCoreScriptsAdded();
gameStateManagerRef.EnsureScriptAdded("MainMenu");
if(gameStateManagerRef.gameStartedFromUI){
activeScreen = gameObject.GetComponent("MainMenu") as MainMenu;
currentScreenArea = ScreenAreas.MainMenu;
}
else{
// This will not be the active screen, but active screen needs to be initialized.
activeScreen = gameObject.GetComponent("MainMenu") as MainMenu;
activeScreen.enabled = false;
currentScreenArea = ScreenAreas.InGame;
}
screenOrientation = ScreenOrientation.Landscape;
deviceOrientation = DeviceOrientation.LandscapeLeft;
if(Application.platform.Equals(RuntimePlatform.Android)){
#if UNITY_ANDROID
using(AndroidJavaClass unityPlayerClass = new AndroidJavaClass("com.unity3d.player.UnityPlayer"),
metricsClass = new AndroidJavaClass("android.util.DisplayMetrics")){
using(AndroidJavaObject metricsInstance = new AndroidJavaObject("android.util.DisplayMetrics"),
activityInstance = unityPlayerClass.GetStatic<AndroidJavaObject>("currentActivity"),
windowManagerInstance = activityInstance.Call<AndroidJavaObject>("getWindowManager"),
displayInstance = windowManagerInstance.Call<AndroidJavaObject>("getDefaultDisplay")){
displayInstance.Call("getMetrics", metricsInstance);
screenResolution.y = metricsInstance.Get<int>("heightPixels");
screenResolution.x = metricsInstance.Get<int>("widthPixels");
screenSize.x = Screen.width;
screenSize.y = Screen.height;
Screen.SetResolution((int)screenResolution.x, (int)screenResolution.y, true);
deviceOrientation = Input.deviceOrientation;
}
}
#endif
}
else{
// Overall screen resolution must be set initially to screen size for UI, then set to screen resolution while in game.
screenSize = new Vector2(Screen.width, Screen.height);
screenResolution = new Vector2(Screen.currentResolution.width, Screen.currentResolution.height);
if(gameStateManagerRef.inUI){
Screen.SetResolution((int)screenSize.x, (int)screenSize.y, gameStateManagerRef.fullScreen);
}
// Developer started in a level.
else{
Screen.SetResolution((int)screenResolution.x, (int)screenResolution.y, gameStateManagerRef.fullScreen);
}
}
}
示例4: Start
// Use this for initialization
void Start()
{
#region initialization
// NOTICE : DOM
// the following is now needed
// due to the prefab of 'MainObject'
GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0];
if (GameObject.FindGameObjectsWithTag("MainObject").Length > 1)
{
GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject");
for (int i = 0; i < mainObjectList.Length; ++i)
{
if (mainObjectList[i].GetComponent<GameStateManager>().objectSaved)
mainObject = mainObjectList[i];
}
}
// Ensures all necessary scripts are added for the MainObject
gameStateManagerRef = mainObject.GetComponent<GameStateManager>();
gameStateManagerRef.EnsureCoreScriptsAdded();
gameStateManagerRef.EnsureScriptAdded("TouchController");
soundManagerRef = mainObject.GetComponent<SoundManager>();
screenManagerRef = mainObject.GetComponent<ScreenManager>();
#region initialize references
backsidePivotReference = GameObject.Find("backsidepivot");
coverupPivotReference = GameObject.Find ("coveruppivot");
tornBacksidePieceReference = GameObject.Find ("tornBacksidePiece");
//sets the reference of the touchcontroller to the touchcontroller script.
touchController = mainObject.GetComponent<TouchController>();
//sets the reference of the backsidesideReference to the backside or "fold"
backsideReference = backsidePivotReference.transform.FindChild("backside").gameObject;
backSideInitialColor = backsideReference.GetComponent<MeshRenderer>().material.color;
//sets the reference of the backsideCollisionReference to the platforms on the back of the paper.
backsideCollisionReference = GameObject.FindGameObjectsWithTag("FoldPlatform");
//sets the camera reference to the main camera
cameraReference = GameObject.Find("Main Camera");
//sets the player reference to the player
playerReference = GameObject.Find("Player_Prefab");
//sets the backgroundTransform to the transform of the background paper.
origBackground = GameObject.FindGameObjectWithTag("background");
backgroundTransform = origBackground.transform;
//sets backgroundBounds to the bounds of the background paper
backgroundBounds = backgroundTransform.GetComponent<MeshFilter>().mesh.bounds;
//sets changeMeshScript to the ChangeMeshScript which removes and restores triangles.
changeMeshScript = this.GetComponent<ChangeMeshScript>();
tearReference = GameObject.Find("Tear_Manager").GetComponent<TearManager>();
coverupReference = coverupPivotReference.transform.FindChild("coverup").gameObject;
tearPaperMesh = GameObject.Find("backside").GetComponent<MeshFilter>().mesh;
unfoldCollisionReference = GameObject.Find("Player_Prefab").GetComponent<UnfoldCollision>();
shadowReference = GameObject.Find("shadow");
rayTraceBlockRef = GameObject.Find("rayTraceBlocker");
paperBorderInsideRef = GameObject.Find("paper_border_inside");
paperBorderOutsideRef = GameObject.Find("paper_border_outside");
worldCollisionRef = mainObject.GetComponent<WorldCollision>();
backsideTriangles = tearPaperMesh.triangles;
#endregion
//sets original position and rotation to its starting position and rotation
foldOriginalRotation = backsidePivotReference.transform.rotation;
foldOriginalPosition = backsidePivotReference.transform.position;
//sets starting position coverup's starting position
coverupStartingPosition = coverupPivotReference.transform.position;
//sets coverup's original position to the vector required for the tranforms to work properly
coverupOriginalPosition = new Vector3(0,0,-3);
//sets coverup's original rotation to its starting rotation
coverupOriginalRotation = coverupPivotReference.transform.rotation;
coverupPrefab = coverupPivotReference.transform;
foldPrefab = backsidePivotReference.transform;
//initializes variables to defaults.
fingerList = new List<Vector2>();
backgroundObjMax = new Vector2();
backgroundObjMin = new Vector2();
posModifier = new Vector3();
posModLastValid = new Vector3();
unfoldPosModifier = new Vector3();
foldTmpZLayer = GVariables.zFoldLayer - 1;
coverupTmpZLayer = GVariables.zCoverLayer -1;
prevMousestate = false;
currMouseState = false;
firstTouch = false;
isFolded = false;
overPlayer = false;
needsToUnfold = false;
isOffPaper = true;
backsideIsInstantiated = false;
currentlyFolding = false;
missingTriangles = new List<Vector3>();
//changeMeshScript.GrabUpdatedPlatforms("FoldPlatform");
deletedTri = new int[0];
startingQuadrant = Quadrant.NONE;
currentQuadrant = Quadrant.NONE;
//.........这里部分代码省略.........
示例5: Start
// Use this for initialization
public virtual void Start()
{
GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0];
if(GameObject.FindGameObjectsWithTag("MainObject").Length > 1){
GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject");
for(int i = 0; i < mainObjectList.Length; ++i){
if(mainObjectList[i].GetComponent<GameStateManager>().objectSaved){
mainObject = mainObjectList[i];
}
}
}
gameStateManagerRef = mainObject.GetComponent<GameStateManager>();
gameStateManagerRef.EnsureCoreScriptsAdded();
// GUI elements depend on screen size, NOT RESOLUTION
START_POS = gameStateManagerRef.GetScreenManager().GetScreenSize();
}
示例6: Start
// Use this for initialization.
public void Start()
{
// Keeping GameObject component grabbing consistent among classes. - J.T.
GameObject mainObject = GameObject.FindGameObjectsWithTag("MainObject")[0];
if(GameObject.FindGameObjectsWithTag("MainObject").Length > 1){
GameObject[] mainObjectList = GameObject.FindGameObjectsWithTag("MainObject");
for(int i = 0; i < mainObjectList.Length; ++i){
if(mainObjectList[i].GetComponent<GameStateManager>().objectSaved){
mainObject = mainObjectList[i];
}
}
}
gameStateManagerRef = mainObject.GetComponent <GameStateManager>();
gameStateManagerRef.EnsureGameScriptsAdded();
gameStateManagerRef.EnsureCoreScriptsAdded();
screenManagerRef = mainObject.GetComponent<ScreenManager>();
animManagerRef = mainObject.GetComponent<AnimationManager>();
worldCollisionRef = mainObject.GetComponent<WorldCollision>();
touchController = gameObject.GetComponent<TouchController>();
soundManagerRef = gameStateManagerRef.GetSoundManager();
paperObject = GameObject.FindGameObjectWithTag("background");
tearBorder = GameObject.FindGameObjectWithTag("DeadSpace");
foldBorder = GameObject.FindGameObjectWithTag("foldborder");
unfoldBorder = GameObject.FindGameObjectWithTag("unfoldborder");
unfoldBlocker = GameObject.FindGameObjectWithTag("RayTraceBlocker");
moveBorder = GameObject.FindGameObjectWithTag("insideBorder");
menuButton = GameObject.Find("MenuButton_Prefab");
restartButton = GameObject.Find("RestartButton_Prefab");
moveMode = true;
tearMode = false;
foldMode = false;
//Keeping old code here in case something gets broken. - J.T.
// Ensures all necessary scripts are added for the MainObject.
/*
gameStateManagerRef = gameObject.GetComponent<GameStateManager>();
gameStateManagerRef.EnsureCoreScriptsAdded();
gameStateManagerRef.EnsureGameScriptsAdded();
screenManagerRef = gameObject.GetComponent<ScreenManager>();
animManagerRef = gameObject.GetComponent<AnimationManager>();
worldCollisionRef = gameObject.GetComponent<WorldCollision>();
touchController = gameObject.GetComponent<TouchController>();
*/
idleTriggerLimit = Random.Range (1000, 3000);
keyDownWatch = new Stopwatch();
idleKeyWatch = new Stopwatch();
releaseWatch = new Stopwatch();
justPressedWatch = new Stopwatch();
playerBottomCollisionWatch = new Stopwatch();
idlePlayerWatch = new Stopwatch();
watchList.Add(keyDownWatch);
watchList.Add(idleKeyWatch);
watchList.Add(releaseWatch);
watchList.Add(justPressedWatch);
watchList.Add(playerBottomCollisionWatch);
watchList.Add(idlePlayerWatch);
wasdRight = KeyCode.D;
wasdLeft = KeyCode.A;
arrowRight = KeyCode.RightArrow;
arrowLeft = KeyCode.LeftArrow;
keyJump = KeyCode.Space;
hasHorizontalCollision = false;
currentDirection = ScreenSide.NONE;
tornPieceInitiated = false;
movingTornPiece = false;
}
示例7: Start
// Use this for initialization
void Start()
{
// Ensures all necessary scripts are added for the MainObject
gameStateManagerRef = gameObject.GetComponent<GameStateManager>();
gameStateManagerRef.EnsureCoreScriptsAdded();
inputManagerRef = gameObject.GetComponent<InputManager>();
playerObject = GameObject.FindGameObjectWithTag("Player");
paperObject = GameObject.FindGameObjectWithTag("background");
backsidePaperObject = GameObject.FindGameObjectWithTag("Fold");
// by default, player should be facing right
// since we typically start from the left and head right
currentDirection = AnimationDirection.RIGHT;
/* FILLING IN ALL OF THE ANIMATIONS WITH TEXTURE2D FRAMES */
List<Texture2D> walkList = new List<Texture2D>();
PopulateWalkAnimations(walkList);
walkAnimation = new Animation(walkList, Animation.AnimationState.WALK);
List<Texture2D> idleList = new List<Texture2D>();
PopulateIdleAnimations(idleList);
idleAnimation = new Animation(idleList, Animation.AnimationState.IDLE);
List<Texture2D> standList = new List<Texture2D>();
PopulateStandAnimations(standList);
standAnimation = new Animation(standList, Animation.AnimationState.STAND);
List<Texture2D> jumpList = new List<Texture2D>();
PopulateJumpAnimations(jumpList);
jumpAnimation = new Animation(jumpList, Animation.AnimationState.JUMP);
List<Texture2D> idleAnimAList = new List<Texture2D>();
PopulateIdleAnimationA(idleAnimAList);
idleAnimationA = new Animation(idleAnimAList, Animation.AnimationState.IDLEA);
List<Texture2D> idleAnimBList = new List<Texture2D>();
PopulateIdleAnimationB(idleAnimBList);
idleAnimationB = new Animation(idleAnimBList, Animation.AnimationState.IDLEB);
List<Texture2D> landWallList = new List<Texture2D>();
PopulateLandWallAnimation(landWallList);
landWallAnimation = new Animation(landWallList, Animation.AnimationState.WALKINTOWALL);
List<Texture2D> slideUpList = new List<Texture2D>();
PopulateSlideUpAnimation(slideUpList);
slideUpAnimation = new Animation(slideUpList, Animation.AnimationState.WALKUP);
List<Texture2D> slideDownList = new List<Texture2D>();
PopulateSlideDownAnimation(slideDownList);
slideDownAnimation = new Animation(slideDownList, Animation.AnimationState.WALKDOWN);
List<Texture2D> deathList = new List<Texture2D>();
PopulateDeathAnimation(deathList);
deathAnimation = new Animation(deathList, Animation.AnimationState.DEATH);
List<Texture2D> openList = new List<Texture2D>();
PopulateOpenAnimation(openList);
openAnimation = new Animation(openList, Animation.AnimationState.OPENDOOR);
List<Texture2D> fallList = new List<Texture2D>();
PopulateFallAnimation(fallList);
fallAnimation = new Animation(fallList, Animation.AnimationState.FALL);
level1FrameList.Add(level1Frame1);
level1FrameList.Add(level1Frame2);
level1FrameList.Add(level1Frame3);
//Load backside textures -> J.C.
BacksideLevel1FrameList.Add(BacksideLevel1Frame1);
BacksideLevel1FrameList.Add(BacksideLevel1Frame2);
BacksideLevel1FrameList.Add(BacksideLevel1Frame3);
//Add to list storing level background animation -> J.C.
level2FrameList.Add(level2Frame1);
level2FrameList.Add(level2Frame2);
level2FrameList.Add(level2Frame3);
level3FrameList.Add(level3Frame1);
level3FrameList.Add(level3Frame2);
level3FrameList.Add(level3Frame3);
Backsidelevel3FrameList.Add(Backsidelevel3Frame1);
Backsidelevel3FrameList.Add(Backsidelevel3Frame2);
Backsidelevel3FrameList.Add(Backsidelevel3Frame3);
//Add to list storing level background animation -> J.C.
level4FrameList.Add(level4Frame1);
level4FrameList.Add(level4Frame2);
level4FrameList.Add(level4Frame3);
//Add to list storing level background animation -> J.C.
level5FrameList.Add(level5Frame1);
level5FrameList.Add(level5Frame2);
level5FrameList.Add(level5Frame3);
//Add to list storing level background animation -> J.C.
Backsidelevel5FrameList.Add(Backsidelevel5Frame1);
Backsidelevel5FrameList.Add(Backsidelevel5Frame2);
//.........这里部分代码省略.........