// Start is called before the first frame update
    void Start()
    {
        SetState(STATE_PLAYING);
        _player._stats.SubscribeOnChangeHealth(OnPlayerChangeHealth);
        CAudioManager.Inst.PlayMusic("LevelMusic");

        _camera = Camera.main.GetComponent <CCamera2D>();
        _camera.SetFollow(_camFollowObj);
        _shakeManager = _camera.GetComponent <CShakeManager>();
    }
Beispiel #2
0
 public override void InitState(ContentManager CM)
 {
     GlobalValue.OBJECT_INDEX = 0;
     list = new List <CAnimationObject>();
     GlobalValue.KillBoss = false;
     m_Map      = "map" + GlobalSetting.m_IDLevel.ToString() + ".xml";
     World_Name = GlobalSetting.m_IDLevel.ToString() + "-1";
     map        = new CMap(m_Map);
     Build.BuildQNodeMap(map, Build.BuildObjectInMap(map));
     Mario = new Mario(GetPosMario._GetPosMario());
     MediaPlayer.IsRepeating = true;
     MediaPlayer.Stop();
     SoundManager.PlaySong(ESong.SONG_THEMSONG_OW);
     quadTree      = Build.BuildQuadTree(Build.BuildQNodeMap(map, Build.BuildObjectInMap(map)));
     cam           = new CCamera2D(StateManager.getInst().m_Game);
     m_input       = new CInput();
     Icon          = new CSprite(CResourceManager.GetInstance().GetResource(IDResource.ICON_COIN));
     Icon.Position = new Vector2(145, 10);
     _font         = CM.Load <SpriteFont>(@"Font/font");
     base.InitState(CM);
 }