本文整理汇总了C#中OTSprite类的典型用法代码示例。如果您正苦于以下问题:C# OTSprite类的具体用法?C# OTSprite怎么用?C# OTSprite使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
OTSprite类属于命名空间,在下文中一共展示了OTSprite类的15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
void Start()
{
placement1 = GameObject.Find("Placement1").GetComponent<OTSprite>();
placement2 = GameObject.Find("Placement2").GetComponent<OTSprite>();
placement3 = GameObject.Find("Placement3").GetComponent<OTSprite>();
placement4 = GameObject.Find("Placement4").GetComponent<OTSprite>();
placement5 = GameObject.Find("Placement5").GetComponent<OTSprite>();
placement6 = GameObject.Find("Placement6").GetComponent<OTSprite>();
city = GameObject.Find("City").GetComponent<OTSprite>();
allTargets.Add(placement1);
allTargets.Add(placement2);
allTargets.Add(placement3);
allTargets.Add(placement4);
allTargets.Add(placement5);
allTargets.Add(placement6);
allTargets.Add(city);
noCity.Add(placement1);
noCity.Add(placement2);
noCity.Add(placement3);
noCity.Add(placement4);
noCity.Add(placement5);
noCity.Add(placement6);
}
示例2: Start
// Use this for initialization
void Start()
{
damage = 10;
sprite = GetComponent<OTSprite>();
sprite.onCollision = OnCollision;
flightTime = 0.0f;
}
示例3: DeregisterGoon
public void DeregisterGoon(OTSprite goon)
{
if(_mob.Contains(goon))
{
_mob.Remove(goon);
}
}
示例4: Attack
void Attack()
{
//Determine if firing by picking a random number
if (Random.Range(0,101) <= shotCoefficient)
{
//This ship shoots 5 slugs almost at once, so set the shot coefficient to 100 to garauntee that
shotCoefficient = 100;
//Generate a projectile
GameObject bullet = OT.CreateObject("EnemyProjectile");
myProjectile = bullet.GetComponent<OTSprite>();
myProjectile.renderer.enabled = true;
// Pick a random target, and fire at it
// TODO add target picking code
float targetX = Random.value*90.0f-45.0f;
Vector2 target = new Vector2(targetX,-40.0f);
myProjectile.position = sprite.position;
myProjectile.RotateTowards(target);
//Assign the projectile its atributes.
EnemyProjectile ep = (EnemyProjectile)myProjectile.GetComponent(typeof(EnemyProjectile));
ep.speed = projectileSpeed;
ep.damage = projectileDamage;
ep.attackType = attackType;
shotCount++;
if (shotCount > 5)
{
shotCount = 1;
shotAvailable = false;
timeSinceLastShot = 0.0f;
shotCoefficient = 5;
}
}
}
示例5: Attack
void Attack()
{
timeSinceLastShot = 0.0f;
//fire a player projectile towards an enemy ship
GameObject bullet = OT.CreateObject("PlayerCannonProjectile");
myProjectile = bullet.GetComponent<OTSprite>();
myProjectile.renderer.enabled = true;
// Pick a target, and fire at it
Vector2 target = Targets.PickRandomEnemyTarget().position;
//We don't want the slugs to be very accurate, so offset the x and y by between (-2,2)
float offsetX = Random.value*4.0f-2.0f;
float offsetY = Random.value*4.0f-2.0f;
target = new Vector2(target.x+offsetX,target.y+offsetY);
myProjectile.position = sprite.position;
myProjectile.RotateTowards(target);
//Assign the projectile its atributes.
PlayerCannonProjectile pcp = (PlayerCannonProjectile)myProjectile.GetComponent(typeof(PlayerCannonProjectile));
pcp.damage = damage;
pcp.speed = projectileSpeed;
pcp.isFlak = false;
pcp.target = target;
pcp.isFlakShell = false;
pcp.isSuperFlak = true;
pcp.shellFlightTime = 0.5f;
}
示例6: Setup
public void Setup(LevelManager _lev)
{
_spr = FETool.findWithinChildren(gameObject, "TheGate").GetComponentInChildren<OTSprite>();
_levMan = _lev;
GameEventManager.Respawn += Respawn;
GameEventManager.GameOver += GameOver;
firstStep = FETool.findWithinChildren(gameObject, "ExitLoc/1");
secondStep = FETool.findWithinChildren(gameObject, "ExitLoc/2");
thirdStep = FETool.findWithinChildren(gameObject, "ExitLoc/3");
spriteFirstStep = firstStep.GetComponentsInChildren<OTSprite>();
spriteSecondStep = secondStep.GetComponentsInChildren<OTSprite>();
spriteThirdStep = thirdStep.GetComponentsInChildren<OTSprite>();
fadeSprites(spriteFirstStep, 0f);
fadeSprites(spriteSecondStep, 0f);
fadeSprites(spriteThirdStep, 0f);
for (int i = 0 ; i < 24 ; i++)
{
slotList.Add(FETool.findWithinChildren(gameObject, "Slots/" + (i+1).ToString()));
}
defaultSlot = FETool.findWithinChildren(gameObject, "Slots/Default");
Vortex = FETool.findWithinChildren(gameObject, "Vortex").GetComponentInChildren<OTAnimatingSprite>();
}
示例7: SpawnBattleship
private float timeSinceLastSpawn; //time since the last ship was spawned in seconds
#endregion Fields
#region Methods
void SpawnBattleship()
{
//create the game object
GameObject ship = OT.CreateObject("EnemyShipBattleship");
myShip = ship.GetComponent<OTSprite>();
//place it near the edge of the screen and in the high zone
float shipY = Random.value * (int)(SpaceZone.Top-SpaceZone.High)+(int)SpaceZone.High;
myShip.position = new Vector2(-50.0f,shipY);
myShip.renderer.enabled = true;
//Adjust the new ship's attributes based on level
EnemyShip shipLogic = (EnemyShip)myShip.GetComponent(typeof(EnemyShip));
shipLogic.moveSpeed = Battleship.moveSpeedBase+(Battleship.moveSpeedMultiplier*battleshipsLevel);
shipLogic.health = Battleship.healthBase+(int)(Battleship.healthMultiplier*battleshipsLevel);
Battleship battleshipLogic = (Battleship)myShip.GetComponent(typeof(Battleship));
battleshipLogic.reloadTimeBeam = Battleship.reloadTimeBeamBase-(Battleship.reloadTimeBeamMultiplier*battleshipsLevel);
battleshipLogic.reloadTimeBomb= Battleship.reloadTimeBombBase-(Battleship.reloadTimeBombMultiplier*battleshipsLevel);
battleshipLogic.beamDamage = Battleship.beamDamageBase+(int)(Battleship.beamDamageMultiplier*battleshipsLevel);
battleshipLogic.bombDamage = Battleship.bombDamageBase+(int)(Battleship.bombDamageMultiplier*battleshipsLevel);
battleshipLogic.projectileSpeed = Battleship.bombSpeedBase+(Battleship.bombSpeedMultiplier*battleshipsLevel);
battleshipLogic.resourceReward = Constants.BS_RESOURCE_REWARD;
Targets.enemyTargets.Add(myShip);
print(Targets.enemyTargets.Count);
}
示例8: Attack
void Attack()
{
//Determine if firing by picking a random number
if (Random.Range(0,101) <= shotCoefficient)
{
for (int i = -1; i<3;i++)
{
//Generate a projectile
float offsetX = i*1.4f - 0.7f;
GameObject bullet = OT.CreateObject("EnemyProjectile");
myProjectile = bullet.GetComponent<OTSprite>();
myProjectile.renderer.enabled = true;
Vector2 target = new Vector2(sprite.position.x+offsetX,-50.0f);
myProjectile.position = new Vector2(sprite.position.x+offsetX,sprite.position.y);
myProjectile.RotateTowards(target);
//Assign the projectile its atributes.
EnemyProjectile ep = (EnemyProjectile)myProjectile.GetComponent(typeof(EnemyProjectile));
ep.speed = projectileSpeed;
ep.damage = projectileDamage;
ep.attackType = attackType;
//Make shot unavailable
timeSinceLastShot = 0.0f;
}
}
}
示例9: Start
// Use this for initialization
void Start()
{
sprite = GetComponent<OTSprite>();
if (arrowColors!=null && arrowColors.Length>0)
sprite.tintColor = arrowColors[(int)Mathf.Floor(Random.value * (arrowColors.Length-0.1f))];
StartTween(null);
}
示例10: Attack
void Attack()
{
//Only attack if there is something to attack
if (Targets.enemyTargets.Count > 0)
{
timeSinceLastShot = 0.0f;
//fire a player projectile towards an enemy ship
GameObject missile = OT.CreateObject("PlayerMissile");
myProjectile = missile.GetComponent<OTSprite>();
myProjectile.renderer.enabled = true;
// Pick a target, and fire at it
Vector2 target = Targets.PickRandomEnemyTarget().position;
target = new Vector2(target.x,target.y);
myProjectile.position = sprite.position;
//myProjectile.RotateTowards(target); //start the missiles off facing straight up
//Assign the projectile its atributes.
PlayerMissile pm = (PlayerMissile)myProjectile.GetComponent(typeof(PlayerMissile));
pm.damage = damage;
pm.speed = projectileSpeed;
pm.isHarvester = false;
pm.isSmart = false;
}
}
示例11: Start
// Use this for initialization
void Start () {
GameObject.Find("DragStart").renderer.enabled = false;
GameObject.Find("Dragging").renderer.enabled = false;
GameObject.Find("DragEnd").renderer.enabled = false;
sprite = GetComponent<OTSprite>();
// mark this sprite to be draggable
sprite.draggable = true;
// hookup our drag events
sprite.onDragStart = DragStart;
sprite.onDragEnd = DragEnd;
sprite.onDragging = Dragging;
sprite.onReceiveDrop = ReceiveDrop;
// when we drag we will drag the sprite at depth -50
// so the sprite will always be ontop when dragging
// it will snap back into its original position on release
sprite.dragDepth = -50;
// when we drag we will drag the sprite at an alpha value
// of 0.5f
sprite.dragAlpha = .5f;
// set the sprite world boundary
sprite.BoundBy(GameObject.Find("back").GetComponent<OTObject>());
}
示例12: Attack
void Attack()
{
timeSinceLastShot = 0.0f;
//fire a player beam towards an enemy ship
GameObject beam = OT.CreateObject("PlayerBeam");
myProjectile = beam.GetComponent<OTSprite>();
myProjectile.renderer.enabled = false; //Beams appear after a short time in flight
// Pick a target, and fire at it
// TODO add target picking code for slug
Vector2 target = Targets.PickRandomEnemyTarget().position;
//We don't want the beams to be perfectly accurate, so offset the x and y by between (-1,1)
float offsetX = Random.value*2.0f-1.0f;
float offsetY = Random.value*2.0f-1.0f;
target = new Vector2(target.x+offsetX,target.y+offsetY);
myProjectile.position = sprite.position;
myProjectile.RotateTowards(target);
//Assign the projectile its atributes.
PlayerBeam pb = (PlayerBeam)myProjectile.GetComponent(typeof(PlayerBeam));
pb.damage = damage;
pb.maxFlightTime = flightTime;
pb.flightTime = 0.0f;
pb.isStun = true;
pb.stunDuration = stunDuration;
pb.isLaser = false;
}
示例13: Start
// Use this for initialization
void Start()
{
damage = 10;
targetable = false;
sprite = GetComponent<OTSprite>();
sprite.onCollision = OnCollision;
}
示例14: Attack
void Attack()
{
//Determine if firing by picking a random number
if (Random.Range(0,101) <= shotCoefficient)
{
//Generate a projectile
GameObject bullet = OT.CreateObject("EnemyProjectile");
myProjectile = bullet.GetComponent<OTSprite>();
myProjectile.renderer.enabled = true;
// Pick a target, and fire at it
Vector2 target = Targets.PickRandomTargetFromAll().position;
myProjectile.position = sprite.position;
myProjectile.RotateTowards(target);
//Assign the projectile its atributes.
EnemyProjectile ep = (EnemyProjectile)myProjectile.GetComponent(typeof(EnemyProjectile));
ep.speed = projectileSpeed;
ep.damage = projectileDamage;
ep.attackType = attackType;
//Make shot unavailable
timeSinceLastShot = 0.0f;
}
}
示例15: InitBall
public void InitBall(float size, float speed, float rotationSpeed)
{
sprite = this.GetComponent<OTSprite>();
sprite.size=new Vector2(size,size);
this.speed=new Vector2(speed,speed);
this.rotationSpeed=rotationSpeed;
sprite.position=new Vector2(Random.Range(-640,640),Random.Range(-50,250));
}