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C# Spaceship.SetGameManager方法代码示例

本文整理汇总了C#中Spaceship.SetGameManager方法的典型用法代码示例。如果您正苦于以下问题:C# Spaceship.SetGameManager方法的具体用法?C# Spaceship.SetGameManager怎么用?C# Spaceship.SetGameManager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Spaceship的用法示例。


在下文中一共展示了Spaceship.SetGameManager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: GameStart

    IEnumerator GameStart()
    {
        // Set the proper UI's to display.
        mainUI.SetActive(false);
        gameUI.SetActive(true);
        gameOverUI.SetActive(false);
        pauseMenuUI.SetActive(false);

        // Set our correct game state.
        state = gameState.game;

        // Update the score and lives in the beginning of the game, or on restart.
        UpdateScore(0);
        UpdateLives(0);
        UpdateHighscore();

        // Spawn the player!
        player = Instantiate(spaceshipPrefab, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;

        // We use a Spaceship object for easier calling to the player's spaceship.
        spaceship = player.GetComponent<Spaceship>();

        // Set the GameManager to this object so we can keep a leash on it.
        spaceship.SetGameManager(this.gameObject);

        // "for" loop that spawns the number of Rocks you set into the scene.
        for (int i = 0; i < numStartingRocks; i++)
        {
            // Cosine and sine always output a value from [-1, 1] inclusive.
            // We use that value to generate a random position that is always around the rockSpawnRadius.
            float rockPosX = rockSpawnRadius * Mathf.Cos(UnityEngine.Random.Range(0, 360));
            float rockPosy = rockSpawnRadius * Mathf.Sin(UnityEngine.Random.Range(0, 360));

            // Spawn the Rock prefab!
            GameObject rockClone = Instantiate(startingRockPrefab, new Vector3(rockPosX, rockPosy, 0), Quaternion.identity) as GameObject;

            // Set the GameManager of this object to the GameManager in the game, so we can control this Rock.
            rockClone.GetComponent<Rock>().SetGameManager(this.gameObject);
        }

        // TODO: ScreenSE and ScreenNW are incorrectly named. Change in the future.
        screenSW = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, Camera.main.transform.localPosition.z));
        screenNE = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.localPosition.z));
        screenSE = new Vector3(screenSW.x, screenNE.y, 0);
        screenNW = new Vector3(screenNE.x, screenSW.y, 0);

        // Begin the Coroutines that add a large part of the functionality to the game.
        StartCoroutine(SaucerSpawn());
        StartCoroutine(PowerupSpawn());

        // Since Coroutines always need a "yield return" to know when they are done..
        yield return null;
    }
开发者ID:elijahscherz,项目名称:astroshooter-2d,代码行数:53,代码来源:GameManager.cs

示例2: GameStart

    IEnumerator GameStart()
    {
        mainUI.SetActive(false);
        gameUI.SetActive(true);
        gameOverUI.SetActive(false);
        pauseMenuUI.SetActive(false);
        state = gameState.game;
        UpdateLives (0);
        player = Instantiate(spaceshipPrefab, new Vector3(0, 0, 0), Quaternion.identity) as GameObject;
        spaceship = player.GetComponent<Spaceship>();
        spaceship.SetGameManager(this.gameObject);
        for (int i = 0; i < numStartingRocks; i++)
        {
            float rockPosX = rockSpawnRadius * Mathf.Cos(Random.Range(0, 360));
            float rockPosy = rockSpawnRadius * Mathf.Sin(Random.Range(0, 360));

            GameObject rockClone = Instantiate(startingRockPrefab, new Vector3(rockPosX, rockPosy, 0), Quaternion.identity) as GameObject;

            rockClone.GetComponent<Rock>().SetGameManager(this.gameObject);
        }

        // ScreenSE and ScreenNW are incorrectly named. Change in the future.
        screenSW = Camera.main.ScreenToWorldPoint(new Vector3(0, 0, Camera.main.transform.localPosition.z));
        screenNE = Camera.main.ScreenToWorldPoint(new Vector3(Screen.width, Screen.height, Camera.main.transform.localPosition.z));
        screenSE = new Vector3(screenSW.x, screenNE.y, 0);
        screenNW = new Vector3(screenNE.x, screenSW.y, 0);

        StartCoroutine(SaucerSpawn());
        StartCoroutine(PowerupSpawn());

        yield return null;
    }
开发者ID:s0mbieZ,项目名称:astroshooter-2d,代码行数:32,代码来源:GameManager.cs


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