// 레벨 시작 시에 호출.
    public override void            start()
    {
        this.player  = PartyControl.get().getLocalPlayer();
        this.kabusan = CharacterRoot.get().findCharacter <chrBehaviorKabu>("NPC_Kabu_San");

        // 스포트 라이트.
        this.spotlight_player  = this.spotlight_prefab.instantiate();
        this.spotlight_kabusan = this.spotlight_kabusan_prefab.instantiate();

        this.spotlight_items = new GameObject[2];
        for (int i = 0; i < 2; i++)
        {
            this.spotlight_items[i] = this.spotlight_prefab.instantiate();
        }
        this.spotlight_items[0].setPosition(WeaponSelectMapInitializer.getNegiItemPosition().Y(4.0f));
        this.spotlight_items[1].setPosition(WeaponSelectMapInitializer.getYuzuItemPosition().Y(4.0f));

        this.spotlight_key = this.spotlight_key_prefab.instantiate();
        this.spotlight_key.SetActive(false);

        // 플래그 - 각 플레이어의 선택이 끝났는가?.

        this.select_done_players = new bool[NetConfig.PLAYER_MAX];

        for (int i = 0; i < this.select_done_players.Length; i++)
        {
            if (GameRoot.get().isConnected(i))
            {
                this.select_done_players[i] = false;
            }
            else
            {
                // 참가하지 않은 플레이어는 '선택완료'로 해 둔다.
                this.select_done_players[i] = true;
            }
        }

        // 다른 플레이어의 상황을 나타내는 아이콘 생성하다.
        this.create_selecting_icons();

        // Network 클래스의 컴포넌트를 획득.
        GameObject obj = GameObject.Find("Network");

        if (obj != null)
        {
            this.m_network = obj.GetComponent <Network>();

            if (this.m_network != null)
            {
                m_network.RegisterReceiveNotification(PacketId.GameSyncInfo, OnReceiveSyncPacket);
            }
        }

        this.step.set_next(STEP.DEMO0);
    }
Beispiel #2
0
	// 이벤트 시작.
	public override void		start()
	{
		this.player = PartyControl.get().getLocalPlayer();
		this.player.beginOuterControll();

		this.kabu_san = CharacterRoot.get().findCharacter<chrBehaviorKabu>("NPC_Kabu_San");

		CameraControl.get().beginOuterControll();

		this.step.set_next(STEP.START);
	}
Beispiel #3
0
    // 이벤트 시작.
    public override void            start()
    {
        this.player = PartyControl.get().getLocalPlayer();
        this.player.beginOuterControll();

        this.kabu_san = CharacterRoot.get().findCharacter <chrBehaviorKabu>("NPC_Kabu_San");

        CameraControl.get().beginOuterControll();

        this.step.set_next(STEP.START);
    }
	// 레벨 시작 시에 호출.
	public override void		start()
	{
		this.player = PartyControl.get().getLocalPlayer();
		this.kabusan = CharacterRoot.get().findCharacter<chrBehaviorKabu>("NPC_Kabu_San");

		// 스포트 라이트.
		this.spotlight_player  = this.spotlight_prefab.instantiate();
		this.spotlight_kabusan = this.spotlight_kabusan_prefab.instantiate();

		this.spotlight_items = new GameObject[2];
		for(int i = 0;i < 2;i++) {
			this.spotlight_items[i] = this.spotlight_prefab.instantiate();
		}
		this.spotlight_items[0].setPosition(WeaponSelectMapInitializer.getNegiItemPosition().Y(4.0f));
		this.spotlight_items[1].setPosition(WeaponSelectMapInitializer.getYuzuItemPosition().Y(4.0f));

		this.spotlight_key = this.spotlight_key_prefab.instantiate();
		this.spotlight_key.SetActive(false);

		// 플래그 - 각 플레이어의 선택이 끝났는가?.

		this.select_done_players = new bool[NetConfig.PLAYER_MAX];

		for(int i = 0;i < this.select_done_players.Length;i++) {

			if(GameRoot.get().isConnected(i)) {

				this.select_done_players[i] = false;

			} else {

				// 참가하지 않은 플레이어는 '선택완료'로 해 둔다.
				this.select_done_players[i] = true;
			}
		}
		
		// 다른 플레이어의 상황을 나타내는 아이콘 생성하다.
		this.create_selecting_icons();

		// Network 클래스의 컴포넌트를 획득.
		GameObject	obj = GameObject.Find("Network");
		
		if(obj != null) {
			
			this.m_network = obj.GetComponent<Network>();

			if (this.m_network != null) {
				m_network.RegisterReceiveNotification(PacketId.GameSyncInfo, OnReceiveSyncPacket);
			}
		}

		this.step.set_next(STEP.DEMO0);
	}