本文整理汇总了C#中GameStateManager.EnsureScriptAdded方法的典型用法代码示例。如果您正苦于以下问题:C# GameStateManager.EnsureScriptAdded方法的具体用法?C# GameStateManager.EnsureScriptAdded怎么用?C# GameStateManager.EnsureScriptAdded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GameStateManager
的用法示例。
在下文中一共展示了GameStateManager.EnsureScriptAdded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
// 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2: 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.........