本文整理汇总了C#中Marker.LoopSetting方法的典型用法代码示例。如果您正苦于以下问题:C# Marker.LoopSetting方法的具体用法?C# Marker.LoopSetting怎么用?C# Marker.LoopSetting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Marker
的用法示例。
在下文中一共展示了Marker.LoopSetting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: Update
// Update is called once per frame
void Update () {
if (!IsMarkerEmited)
{
GameObject emitobj = Instantiate( goalEnemy .gameObject , transform.position , Quaternion .Euler( new Vector3( 0 , 180 , 0 ) ) ) as GameObject;
EmitEnemy = emitobj.GetComponent<GoalEnemy>();
EmitMarker = staticScript .staticMarkerEmitter .Emit( GoalMarker.gameObject , new Vector2( 0 , 0 ) , new Vector3( 0 , 0 , 0 ) , EmitEnemy , true );
EmitMarker .LoopSetting();
EmitMarker .IsCanSwordAttackDisable();
IsMarkerEmited = true;
}
if (EmitEnemy != null)
EmitEnemy .transform .position = staticScript .frontMoverManager .GetPosFromStep( staticScript .frontMoverManager .GoalPos ) + AdjustGoalEnemy;
staticScript .goalMain.transform.position = staticScript .frontMoverManager.GetPosFromStep( staticScript .frontMoverManager.GoalPos);
if (staticScript .frontMoverManager .IsGoal && EmitMarker != null)
{
EmitMarker .IsCanSwordAttackEneble();
}
if(EmitMarker== null)
{
if (!IsRun)
{
staticScript .push .enabled = false;
staticScript .timer .Stop();
staticScript .score .Stop();
staticScript .resultData .Stop();
staticScript .actionTymingManager .Disable();
//staticScript .backMusic .Stop();
staticScript .topEnemyManager .Stop();
staticScript .rhythmManager .Stop();
foreach (Button button in buttons)
{
button .enabled = false;
}
}
IsRun = true;
}
if(IsRun)
{
time += Time.unscaledDeltaTime;
if(/*uIAlpha <= .0f &&*/ !CameraChanged)
{
goalCamera.transform.position = Camera.main.transform.position;
AfterRot = Camera.main.transform.rotation;
Camera.main.enabled = false;
goalCamera.enabled = true;
//staticScript.goalMain.enabled = true;
CameraChanged = true;
}
goalCamera .transform .forward = ( EmitEnemy .EmitFireWork .transform .position - goalCamera.transform .position ) .normalized;
if(FireWorkCount >= 1)
{
if(!CameraRotStart)
{
BeforeRot = goalCamera .transform .rotation;
CameraRotStart = true;
staticScript .goalMain .Osyou .SetActive( true );
Destroy( EmitEnemy .gameObject );
}
else
{
RotTime += Time .deltaTime;
float work = CameraCurve.Evaluate(RotTime);
if (work > 1.0f)
work = 1.0f;
goalCamera .transform .rotation = Quaternion .Slerp( BeforeRot , AfterRot , work );
if(work == 1.0f)
{
staticScript .goalMain .enabled = true;
if(!Se)
{
Instantiate( GoalTaiko .gameObject );
Se = true;
}
}
}
}
}
uIAlpha = RendererAlpha .Evaluate( time );
foreach (CanvasRenderer renderer in renderers)
{
renderer .SetAlpha( renderer .GetAlpha() * uIAlpha );
}
}