Inheritance: MonoBehaviour
Ejemplo n.º 1
0
    // Use this for initialization
    void Start() {
        messageManager = MessageManager.GetComponent<MessageManager>();
        /*
        levelData = GameData.getLevelData(previousScene);

        timeText.text = levelData.finishTime+"";
        totalCollectiblesText.text = levelData.collectibles.Count+"";
        
        int actualCollectibles = 0;
        foreach (string collId in levelData.collectibles)
        {
            if(GameData.AlreadyCollected(collId))
            {
                actualCollectibles++;
            }
        }

        actualCollectiblesText.text = actualCollectibles + "";
        */
        fader = GetComponent<SceneFade>();
        fader.nextScene = nextScene;
        fader.StartScene();

        Invoke("StartMessages", fader.fadeSpeed * 2);
    }
Ejemplo n.º 2
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    // Use this for initialization
    void Start()
    {
        // ステージセレクトを訪れたかどうか保存
        SaveData.Instance.mEventDoneFlag.mAlreadyVisitStageSelect = true;
        SaveData.Instance.Save();

        mFade = FindObjectOfType <SceneFade>();

        mPlayer            = FindObjectOfType <Player>();
        mTransition        = FindObjectOfType <StageTransition>();
        mStageSelectScroll = FindObjectOfType <StageSelectScroll>();

        mPause = FindObjectOfType <Pause>();

        mGoalBlack = FindObjectOfType <GoalBlackCurtain>();

        Time.timeScale = 1.0f;
        mPause.pauseEvent.Invoke();

        //ゲーム進行のコルーチンを開始
        //
        mFromTitle           = cameraMove.fromTitle;
        cameraMove.fromTitle = false;

        //タイトル用の演出のコルーチン
        if (Area.sBeforeAreaNumber == 0 || mFromTitle)
        {
            StartCoroutine(StageSelectMain_FromTitle());
        }
        //ステージからの演出のコルーチン
        else
        {
            StartCoroutine(StageSelectMain_FromStage());
        }
    }
Ejemplo n.º 3
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    void Start()
    {
        _spawner      = GetComponent <Spawn>();
        _pointSpawner = GetComponent <SpawnPoints>();
        _scoreHandler = GetComponent <ScoreGUI>();
        _sceneFade    = FindObjectOfType <SceneFade>();
        if (_sceneFade != null)
        {
            _sceneFade.FadeOut();
        }
        InputManager.Instance.Swipe += OnSwipe;

        if (PositiveSound != null)
        {
            PositiveSound = GameObject.Find("Positive").GetComponent <AudioSource>();
        }
        if (NeutralSound != null)
        {
            NeutralSound = GameObject.Find("Netural").GetComponent <AudioSource>();
        }
        if (NegativeSound != null)
        {
            NegativeSound = GameObject.Find("Negative").GetComponent <AudioSource>();
        }
    }
Ejemplo n.º 4
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetKey(KeyCode.A))
     {
         SceneFade.FadeOut(1);
     }
 }
Ejemplo n.º 5
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        private void Awake()
        {
            if (instance == null)
            {
                instance = this;
            }
            else if (instance != this)
            {
                Destroy(gameObject);
            }

            seed = Random.Range(0f, 10000f);

            underworldMap.size        = new Vector3Int(chunkSize.x, chunkSize.y * chunksCount, 0);
            underworldOres.size       = new Vector3Int(chunkSize.x, chunkSize.y * chunksCount, 0);
            underworldLadders.size    = new Vector3Int(chunkSize.x, chunkSize.y * chunksCount, 0);
            underworldBackground.size = new Vector3Int(chunkSize.x, chunkSize.y * chunksCount, 0);

            GenerateOverworld();
            GenerateWorldChunk();
            LoadNearbyChunks();
            sceneFade = FindObjectOfType <SceneFade>();
            sceneFade.BeginFade(-1);
            playerRB.bodyType = RigidbodyType2D.Dynamic;
        }
Ejemplo n.º 6
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 void Start()
 {
     fuelCollected = 0;
     audioSource   = GetComponent <AudioSource>();
     sceneFade     = GetComponent <SceneFade>();
     sceneFade.StartFade(SceneFade.Direction.In, 0.5f);
 }
Ejemplo n.º 7
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 public SceneManager()
 {
     fade         = new SceneFade();
     currentScene = null;
     currentType  = E_Scene.NONE;
     isFade       = false;
 }
Ejemplo n.º 8
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    void Awake()
    {
        _player           = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerControl> ();
        _sceneFade        = GameObject.FindGameObjectWithTag(Tags.sceneFader).GetComponent <SceneFade> ();
        _battleController = GameObject.FindGameObjectWithTag(Tags.battle).GetComponent <BattleControl> ();

        _levels = new List <LevelGateControl> ();
    }
Ejemplo n.º 9
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    IEnumerator WaitCoroutine()
    {
        yield return(new WaitForSeconds(6.0f));

        fadeScreen = GameObject.FindObjectOfType <SceneFade>();
        Debug.Log("Begin EndScene");
        fadeScreen.BeginTransition(fadeScreen.Scenename);
    }
Ejemplo n.º 10
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 // Update is called once per frame
 void Update()
 {
     nextSceneCount -= Time.deltaTime;
     if (nextSceneCount < 0)
     {
         SceneFade.FadeOut(2);
     }
 }
Ejemplo n.º 11
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 void Awake()
 {
     _player           = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerControl> ();
     _panel            = GetComponent <UIPanel> ();
     _fader            = GameObject.FindGameObjectWithTag(Tags.sceneFader).GetComponent <SceneFade> ();
     _gamerController  = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <GameController> ();
     _battleController = GameObject.FindGameObjectWithTag(Tags.battle).GetComponent <BattleControl> ();
 }
Ejemplo n.º 12
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    SceneFade mSceneFade;             //黒フェードに使う

    // Use this for initialization
    void Start()
    {
        mStageTransition = FindObjectOfType <StageTransition>();
        mSceneFade       = FindObjectOfType <SceneFade>();

        //オープニングのコルーチンを開始する
        StartCoroutine(OpeningCoroutine());
    }
Ejemplo n.º 13
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 void Awake()
 {
     if (!Instance)
     {
         Instance = this;
     }
     else
     {
         Destroy(gameObject);
     }
 }
Ejemplo n.º 14
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 public override void OnEnter()
 {
     if (fadeIn.Value)
     {
         SceneFade.FadeInStatic(OnFadeComplete);
     }
     else
     {
         SceneFade.FadeOutStatic(OnFadeComplete);
     }
 }
Ejemplo n.º 15
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    private void Awake()
    {
        _collider               = GetComponent <Collider2D> ();
        _spriteRenderer         = GetComponent <SpriteRenderer> ();
        _spriteRenderer.enabled = true;
        s_instance              = this;



        OnUpdateAlpha(0f);
        _collider.enabled = false;
    }
Ejemplo n.º 16
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 void Awake()
 {
     if (s_instance == null)
     {
         s_instance = this;
         DontDestroyOnLoad(this.gameObject);
     }
     else
     {
         Destroy(this.gameObject);
     }
 }
Ejemplo n.º 17
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    // Use this for initialization
    void Start()
    {
        effect.transform.localPosition  = new Vector3(-350, 0, 0);
        result.transform.localPosition  = new Vector3(-350, 0, 0);
        winname.transform.localPosition = new Vector3(650, -30, 0);
        win.enabled     = false;
        winEffe.enabled = false;
        minScale        = winEffe.transform.localScale;

        Sfade = maneger.GetComponent <SceneFade>();
        ADir  = this.GetComponent <AnimtorDirector>();
    }
Ejemplo n.º 18
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 void Awake()
 {
     _player                 = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerControl> ();
     _gameController         = GameObject.FindGameObjectWithTag(Tags.gameController).GetComponent <GameController> ();
     _sceneFader             = GameObject.FindGameObjectWithTag(Tags.sceneFader).GetComponent <SceneFade> ();
     _dynamicTextAdmin       = GetComponentInChildren <DynamicTextAdmin> ();
     _enemyCard              = new List <ConcreteCard> ();
     _cardFactory            = CardFactory.GetCardFactory();
     _enemyAI                = GetComponent <CardAIScript> ();
     _backgroundTextureTable = new Dictionary <LevelInfo, Texture> ();
     _trophyCards            = new List <ConcreteCard> ();
 }
Ejemplo n.º 19
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 private void MakeSingleton()
 {
     if (instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         instance = this;
         DontDestroyOnLoad(gameObject);
     }
 }
Ejemplo n.º 20
0
 // There is only one instance of this and will appear in every scene
 private void Awake()
 {
     if (instance == null)
     {
         instance = this;
     }
     else
     {
         Destroy(gameObject);
         return;
     }
     DontDestroyOnLoad(this.gameObject);
 }
    void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
        }
        else
        {
            Destroy(gameObject);
            return;
        }

        ActiveSceneName = SceneManager.GetActiveScene().name;
    }
Ejemplo n.º 22
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    // Use this for initialization
    void Start()
    {
        if (this.GetComponent <AudioSource>() != null)
        {
            audio = this.GetComponent <AudioSource>();
        }

        SMana  = manager.GetComponent <SceneMane>();
        SFade  = manager.GetComponent <SceneFade>();
        TAnim  = this.GetComponent <TextAnim>();
        datums = GameObject.Find("GameSystem").GetComponent <DataRetention>();

        SFade.ImageAlpha = 1;
    }
Ejemplo n.º 23
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    // Use this for initialization
    void Start()
    {
        if (this.GetComponent <AudioSource>() != null)
        {
            audio = this.GetComponent <AudioSource>();
        }

        SMana      = manager.GetComponent <SceneMane>();
        SFadeScene = manager.GetComponent <SceneFade>();
        SFadeBack  = this.GetComponent <SceneFade>();

        SFadeScene.ImageAlpha = 1;
        SFadeBack.ImageAlpha  = 0;
        SFadeBack.FFlag       = true;
    }
Ejemplo n.º 24
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    private void Awake()
    {
        this.fader = GetComponent <SceneFade>();
        // Ensure that if the instance of GameManager is not set, it is set to this instance.
        if (instance == null)
        {
            instance = this;
        }
        //If it is set, destroy this instance so there aren't two
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        DontDestroyOnLoad(gameObject);
    }
Ejemplo n.º 25
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    void Awake()
    {
        if (_jsonDataFile != null)
        {
            _allInfoDict = MiniJSON.Json.Deserialize(_jsonDataFile.text) as Dictionary <string, object>;
        }
        _uniqueIdentityString = transform.parent.name + name + GetType().ToString();
        _player = GameObject.FindGameObjectWithTag(Tags.player).GetComponent <PlayerControl> ();
//				_starCounter = GameObject.FindGameObjectWithTag (Tags.starCounter).GetComponentInChildren<StarCounterControl> ();
        _sceneFade        = GameObject.FindGameObjectWithTag(Tags.sceneFader).GetComponent <SceneFade> ();
        _battleController = GameObject.FindGameObjectWithTag(Tags.battle).GetComponent <BattleControl> ();
        //_battleController.gameObject.SetActive (false);

        _maps       = new List <MapLayerControl> ();
        _levels     = new List <LevelGateControl> ();
        _pathPoints = new List <PathPointControl> ();
    }
Ejemplo n.º 26
0
    // Update is called once per frame


    void Update()
    {
        step_timer += Time.deltaTime;    // 経過時間を取得.
        Now_Trash   = getTags_Obj("Trash");
        Now_Living  = getTags_Obj("Living");

        // (1)ステップ変化時のみ.
        if (next_step != STEP.NONE)
        {
            step       = next_step; // 現状に反映.
            next_step  = STEP.NONE; // 変化待ち.
            step_timer = 0.0f;      // 経過時間リセット.

            switch (step)
            {
            case STEP.SET:
                next_step = STEP.PLAY;      // 次はPLAYステップに.
                break;
            }
        }

        // (2)繰り返し実行.
        switch (step)
        {
        case STEP.PLAY:    //Player操作
            if (limitTime < step_timer)
            {
                next_step = STEP.GAMEOVER;
            }
            if (Now_Trash <= leftOver)
            {
                next_step = STEP.FINISH;
            }
            break;

        case STEP.FINISH:
            SceneFade.FadeOut(5);
            break;

        case STEP.GAMEOVER:
            SceneFade.FadeOut(5);
            break;
        }
    }
Ejemplo n.º 27
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    void Start()
    {
        sf             = FindObjectOfType <SceneFade>();
        changeSceneFlg = false;
        endGameFlg     = false;
        pauseFlg       = false;

        if (titleScene == null)
        {
            Debug.LogError("タイトルシーンが指定されていません");
        }

        if (stageSelectScene == null)
        {
            Debug.LogError("ステージセレクトシーンが指定されていません");
        }

        result = GetComponent <Result>();
    }
Ejemplo n.º 28
0
 private void OnTriggerEnter(Collider col)
 {
     if (col.gameObject.tag == "MissionLiving")
     {
         IrukaTime.count  = false;
         KameTime.count   = false;
         RuteAreaSet.judg = false;
         if (MissionTuchJudg.Trashnum <= TrashRecovery)
         {
             //なんかの値に変化させてシーンの読み込みを変えさせる(時間制限で)
             SceneFade.FadeOut(5); //ミッションクリアシーンへ移動
             Debug.Log("成功!!!");
         }
         else
         {
             SceneFade.FadeOut(5); //ミッション失敗シーンへ移動
             Debug.Log("失敗...");
         }
     }
 }
Ejemplo n.º 29
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    void Start()
    {
        if (sceneFadeScript == null)
        {
            sceneFadeScript = GlobalVariables.globVarScript.GetComponent <SceneFade>();
        }
        newCornerPos = cornerPos.position;
        if (iniDelay < sceneFadeScript.fadeTime)
        {
            iniDelay = sceneFadeScript.fadeTime;
        }
        AdjustLevelComplete();         // Check if level has already been completed. (bool)
        MakeSilverEggsAppear();        // Make the silver eggs already found appear in the egg panel.
        AdjustSilverEggCount();        // Silver egg text.
        AdjustGoldenEggCount();        // Golden egg text.
        AdjustTotalEggsFound();        // Total eggs found = to what it was last time the scene was openned. // Not sure if this is needed.
        UpdateEggsString();
        iniSeq = true;
        //CheckIfLevelComplete(); // if "thisSceneName" level complete screen was not played, check to see if its complete. (probably for when the players last eggs are from the puzzle)

        audioSceneGenScript = GameObject.Find("Audio").GetComponent <AudioSceneGeneral>();
    }
Ejemplo n.º 30
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    void Update()
    {
        //フラグ有効なら毎フレームフェードイン/アウト処理
        if (isFadeIn)
        {
            //経過時間から透明度計算
            alpha -= Time.deltaTime / fadeTime;

            //フェードイン終了判定
            if (alpha <= 0.0f)
            {
                isFadeIn           = false;
                alpha              = 0.0f;
                fadeCanvas.enabled = false;
            }

            //フェード用Imageの透明度設定
            fadeImage.color = new Color(0.0f, 0.0f, 0.0f, alpha);
        }
        else if (isFadeOut)
        {
            //経過時間から透明度計算
            alpha += Time.deltaTime / fadeTime;

            //フェードアウト終了判定
            if (alpha >= 1.0f)
            {
                isFadeOut = false;
                alpha     = 1.0f;

                //次のシーンへ遷移
                SceneFade.FadeOut(5);  //リザルトに遷移するのにここをいじりました。不具合があれば修正宜しくお願いします
            }

            //フェード用Imageの透明度設定
            fadeImage.color = new Color(0.0f, 0.0f, 0.0f, alpha);
        }
    }
Ejemplo n.º 31
0
 void Update()
 {
     if (SceneCount == 0)
     {
         life -= Time.deltaTime;
         if (life < 0)
         {
             TextTransparence();
             SceneCount = 1;
             life       = 10.0f;
             TextDisplay_1();
         }
     }
     if (SceneCount == 1)
     {
         life -= Time.deltaTime;
         if (life < 0)
         {
             TextTransparence_1();
             SceneCount = 2;
             life       = 10.0f;
             TextDisplay_2();
         }
     }
     if (SceneCount == 2)
     {
         life -= Time.deltaTime;
         if (life < 0)
         {
             Debug.Log("ResultFin");
             scene -= Time.deltaTime;
         }
         if (scene < 0)
         {
             SceneFade.FadeOut(0);
         }
     }
 }
Ejemplo n.º 32
0
    void Start()
    {
        waterSound = GameObject.Find("WaterSound").GetComponent<AudioSource>();
        waterSound.enabled = false;
        vig = Camera.main.GetComponent<Vignetting>();
        spirit = Transform.FindObjectOfType<SpiritMovement>().gameObject.transform;

        anim = GetComponentInChildren<Animator>();
        charGfx = anim.gameObject.transform;
        pMotor = GetComponent<CharacterMotor>();
        pMove = GetComponent<PlayerMovement>();
        startFallspeed = pMotor.movement.maxFallSpeed;
        pSwitch = GetComponent<PlayerSwitch>();
        actionHandler =  GetComponent<ActionHandler>();
        if(actionHandler)
        {
            actionHandler.TakeAction += Floater;
        }
        sceneFade = Camera.main.GetComponent<SceneFade>();
        leftCol.GetComponent<Collider>().enabled=false;
    }
Ejemplo n.º 33
0
 void Awake()
 {
     fader = GetComponent<SceneFade>();
 }