本文整理汇总了C#中PlayerData.Launch方法的典型用法代码示例。如果您正苦于以下问题:C# PlayerData.Launch方法的具体用法?C# PlayerData.Launch怎么用?C# PlayerData.Launch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PlayerData
的用法示例。
在下文中一共展示了PlayerData.Launch方法的3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: Setup
public void Setup()
{
SETUP = MainTitleUI.getSetup();
PLAYERDATA = GameObject.FindGameObjectWithTag("PlayerData").GetComponent<PlayerData>();
PLAYERDATA.Launch();
ThumbGO = new GameObject("Thumbnails");
ThumbGO.transform.parent = gameObject.transform;
ThumbGO.transform.localPosition = new Vector3(0f,0f,0f);
levelName = FETool.findWithinChildren(gameObject, "LevelTitle/LEVEL_NAME").GetComponent<TextUI>();
_btnLeft = FETool.findWithinChildren(gameObject, "SelectLeft").GetComponent<LevelChooserButton>();
_btnRight = FETool.findWithinChildren(gameObject, "SelectRight").GetComponent<LevelChooserButton>();
Thumbs.Clear();
foreach (LevelInfo _lvl in PLAYERDATA.PROFILE.ActivatedLevels)
{
LevelThumbnail _th = CreateThumbnail(_lvl);
Thumbs.Add(_th);
}
for (int j = 0; j < Thumbs.Count ; j++)
{
// Thumbs[j].gameObject.transform.localPosition = new Vector3(0f,0f,0f);
Thumbs[j].gameObject.transform.localPosition = new Vector3(j * gapThumbs.x, 0f, gapThumbs.z);
}
Thumbs[0].isStartSlot = true;
Thumbs[Thumbs.Count-1].isEndSlot = true;
_btnLeft.Setup(this, LevelChooserButton.DirectionList.Left);
_btnRight.Setup(this, LevelChooserButton.DirectionList.Right);
currThumb = Thumbs[0];
levelName.text = currThumb.nameLv.ToString();
checkCurrThumb();
}
示例2: Start
// Use this for initialization
void Start()
{
base.Setup();
if (GameObject.FindGameObjectWithTag("PlayerData") == null)
{
GameObject _dataplayer = Instantiate(Resources.Load("Presets/PlayerData")) as GameObject;
_profile = _dataplayer.GetComponent<PlayerData>();
_profile.Launch();
}
else
{
_profile = GameObject.FindGameObjectWithTag("PlayerData").GetComponent<PlayerData>();
_profile.Launch();
}
BuyBtn = FETool.findWithinChildren(gameObject, "Buy").GetComponent<MiscButton>();
FeedBtn = FETool.findWithinChildren(gameObject, "Feedback").GetComponent<MiscButton>();
ReturnBtn = FETool.findWithinChildren(gameObject, "ReturnHome").GetComponent<MiscButton>();
EndAlpha = FETool.findWithinChildren(gameObject, "END_ALPHA").GetComponent<TextUI>();
EndDemo = FETool.findWithinChildren(gameObject, "END_DEMO").GetComponent<TextUI>();
if (_profile.SETUP.GameType == GameSetup.versionType.Alpha)
{
EndDemo.color = Color.clear;
}
if (_profile.SETUP.GameType == GameSetup.versionType.Demo)
{
EndAlpha.color = Color.clear;
}
SubMenu _sub = GetComponent<SubMenu>();
_sub.SetupSub(this);
_sub.setupBtn();
currentActiveMenu = _sub;
currFocusedbtn = _sub.menuButtons[0];
_sub.menuButtons[0].giveFocus(true);
InvokeRepeating("checkPadMenu", 0f, 0.5f);
TranslateAllInScene();
}
示例3: Awake
// Use this for initialization
public void Awake()
{
if (GameObject.Find("Frameworks") == null)
{
GameObject fmObj = Instantiate(Resources.Load("Presets/Frameworks")) as GameObject;
fmObj.name = "Frameworks";
}
if (GameObject.FindGameObjectWithTag("PlayerData") == null)
{
GameObject _dataplayer = Instantiate(Resources.Load("Presets/PlayerData")) as GameObject;
_profile = _dataplayer.GetComponent<PlayerData>();
_profile.Launch();
}
else
{
_profile = GameObject.FindGameObjectWithTag("PlayerData").GetComponent<PlayerData>();
_profile.Launch();
}
if (_profile.SETUP.GameType == GameSetup.versionType.Demo)
{
// Screen.SetResolution(800,600, false);
// GameObject.Find("Frameworks/OT/View").GetComponent<OTView>().pixelPerfectResolution = new Vector2(800f,600f);
// GameObject.Find("Frameworks/OT/View").GetComponent<OTView>().alwaysPixelPerfect = true;
// GameObject.Find("Frameworks/OT/View").GetComponent<OTView>().customSize = 4;
}
GAMESTATE = _EditorState;
_player = GameObject.FindGameObjectWithTag("Player").GetComponent<Player>();
GlobTuning = Instantiate(Resources.Load("Tuning/Global")) as LPTuning;
InputMan = Instantiate(Resources.Load("Tuning/InputManager")) as InputManager;
CurrentLevelInfo = Instantiate(Resources.Load("Tuning/Levels/" + NAME)) as LevelInfo;
LocalTuning = Instantiate(Resources.Load("Maps/" + NAME + "/Setup")) as LevelParameters;
LocalTuning.initScript();
GameObject OutSpw = new GameObject("OuterSpawn");
OuterSpawn = OutSpw;
OuterSpawn.transform.parent = FETool.findWithinChildren(this.gameObject, "Enviro").transform;
OuterSpawn.transform.position = new Vector3(0f, -7.5f, 0f);
tools = gameObject.AddComponent<LevelTools>();
tools._levMan = this;
TranslateAllInScene();
CollectiblePlaces[] collecPla = FETool.findWithinChildren(this.gameObject, "Enviro/CollectiblePlaces").GetComponentsInChildren<CollectiblePlaces>();
foreach (CollectiblePlaces cpl in collecPla)
{
collecPlaces.Add(cpl);
}
Gate = GameObject.FindGameObjectWithTag("SpaceGate").GetComponent<SpaceGate>();
Gate.Setup(this);
wpDirector = GetComponentInChildren<WaypointDirector>();
wpDirector.Setup(this);
bricksMan = FETool.findWithinChildren(this.gameObject, "LevelBricks/Bricks").GetComponent<BricksManager>();
bricksMan.Setup();
if (GAMETYPE != LocalTuning.levelType)
{
Debug.Log("Type of LevelMana & Setup scrip arent't the same");
}
GAMETYPE = LocalTuning.levelType;
switch (GAMETYPE)
{
case LevelParameters.levelTypeList.Debuggin :
{
linearTrigger = gameObject.AddComponent<LinearStepTrigger>();
linearTrigger.Setup(this);
break;
}
case LevelParameters.levelTypeList.Linear :
{
linearTrigger = gameObject.AddComponent<LinearStepTrigger>();
linearTrigger.Setup(this);
break;
}
case LevelParameters.levelTypeList.Maze :
{
break;
}
case LevelParameters.levelTypeList.Procedural :
{
GameObject gameo = FETool.createGameObject("ProceduralManager", gameObject);
ProcMana = gameo.AddComponent<Procedural>();
ProcMana.Setup(this);
break;
}
case LevelParameters.levelTypeList.Vertical :
{
GameObject vm = new GameObject("VerticalManager");
VerticalManager = vm.AddComponent<VerticalScroller>();
vm.transform.parent = this.transform;
VerticalManager.Setup(this);
break;
}
}
//.........这里部分代码省略.........