//--------------------------------------------------------- // Use this for initialization void Start() { Animator animator = GetComponent <Animator>(); jin = GameObject.Find("jinanimation1"); jin.SetActive(false); //查找储存了场景数据的SceneDate SetUi(false); SceDate = GameObject.Find("SceneDate"); CoverCardCan.SetActive(true); BlackCan.SetActive(true); if (SceDate != null) { //先将Ui显示出来 SetUi(true); //根据获取的数据创建敌人 LevelName = SceDate.GetComponent <SceStar>().Re_LevelName(); LELnum = SceDate.GetComponent <SceStar>().Re_LELNum(); //去除空格 string n = LevelName.Replace(" ", ""); // Debug.Log("去除空格"+n); //执行反射,准备生成敌人 // LEL.NewLevel_Enemy(LevelName); this.GetComponent <Level_Enemy_Lib>().NewLevel_Enemy(n, LELnum); EnemyNum = DmScr._instance.Re_EnemyNum(); //获取场景数据生成场景 this.GetComponent <GroundScr>().GetSceGround(); //撤下遮布 BlackCan.SetActive(false); //初始化场景数据 // SceDate.GetComponent<SceStar>().InitDate(); //新建临时玩家,一般情况下是独挡新建玩家实例 PlayerDate._instance.Testlinshi(); //执行开始游戏 EnemyCan.GetComponent <StartGame>().StartButton(); } else { Debug.Log("数据未找到!"); SceneManager.LoadScene(5); } }
//----------------------------------------------------- //Ui层代码 public void SetUi(bool i) { CardCan.SetActive(i); EnemyCan.SetActive(i); }