public void Enter(GameStateBase owner) { underpantNum = 0; braNum = 0; m_owner = (GameStart)owner; m_isFailed = false; m_isVectory = false; // GameObject prefab = Resources.Load("UI/FightCanvas") as GameObject; GameObject go = GameObject.Instantiate(prefab); m_uiCtr = go.GetComponent <FightUI>(); m_countDownTotal = GameData.CurLevel.countDown; m_countDownCur = m_countDownTotal; m_uiCtr.SetCountDown((int)m_countDownCur, m_countDownTotal); // GameObject failPrefab = Resources.Load("UI/FailureCanvas") as GameObject; GameObject fail = GameObject.Instantiate(failPrefab); m_failCtr = fail.GetComponent <FailureUI>(); m_failCtr.gameObject.SetActive(false); // GameObject vectoryPrefab = Resources.Load("UI/VectoryCanvas") as GameObject; GameObject vectory = GameObject.Instantiate(vectoryPrefab); m_vectoryCtr = vectory.GetComponent <VectoryUI>(); m_vectoryCtr.gameObject.SetActive(false); // GameObject map = new GameObject(); map.name = "map"; m_mapCtr = map.AddComponent <MapCtr> (); Debug.Log("read map"); m_mapCtr.ReadMap(GameData.CurLevel.levelFileName); // CameraFollow cameraCtr = Camera.main.GetComponent <CameraFollow>(); cameraCtr.FollowTarget = m_mapCtr.Player.transform; float mapTopRightX = (m_mapCtr.Map.column - 0.5f) * (float)m_mapCtr.Map.cellWidth; float mapTopRightY = (m_mapCtr.Map.row - 0.5f) * (float)m_mapCtr.Map.cellHeight; cameraCtr.MaxPos = new Vector2(mapTopRightX, mapTopRightY); cameraCtr.MaxPos -= Camera.main.orthographicSize * new Vector2(Camera.main.aspect, 1); Debug.Log("camera max:" + cameraCtr.MaxPos + "," + Camera.main.aspect); //Camera.main.GetComponent<CameraFollow>().FollowTarget = m_mapCtr.Player.transform; AudioManager.Instance.PlayAudio("bg", true); }
public void Exit(GameStateBase owner) { AudioManager.Instance.StopAudio("bg"); m_mapCtr.Clear(); Debug.Log("clear map"); if (null != m_uiCtr) { GameObject.Destroy(m_uiCtr.gameObject); m_uiCtr = null; } if (null != m_failCtr) { GameObject.Destroy(m_failCtr.gameObject); m_failCtr = null; } if (null != m_vectoryCtr) { GameObject.Destroy(m_vectoryCtr.gameObject); m_vectoryCtr = null; } }