private void Awake() { for (int i = 0; i < m_nCount.Length; ++i) { m_nCount[i] = 0; } m_Propertycount = new int[6]; //씬 다시 로드해서 초기화 m_nGold = 20; m_DicTwCsGet.Clear(); m_DicCheck.Clear(); m_DicSynergyCount.Clear(); m_DicTowerProperty.Clear(); m_DicTowerNumber.Clear(); m_TwMk = gameObject.GetComponent <TowerPick>(); m_TwUg = gameObject.GetComponent <TowerUpgrade>(); m_TwMk.Init(); m_TwUg.Init(); DataMng.AddTable(TableType.TowerTable); DataMng.AddTable(TableType.SynergyTable); //시너지를 확인하기위한 타워의 번호 부여 for (int i = 0; i < m_LisTwNumber.Count; ++i) { m_DicTowerNumber.Add(m_LisTwNumber[i].name, i); } m_SeeUi = UIAdd.Get <SeeUI>(UIType.SeeUI); }
private void Start() { DataMng.AddTable(TableType.StageTable); DataMng.AddTable(TableType.MonsterTable); m_Hpbar = UIAdd.Get <HPBar>(UIType.HpBarUI); m_SeeUi = UIAdd.Get <SeeUI>(UIType.SeeUI); m_nCount = m_Map.m_nStartCount; m_nRound = 0; }
public void Awake() { UIAdd.DicClear(); foreach (UIType t in Enum.GetValues(typeof(UIType))) { UIAdd.Load <Component>(t); } m_TwBtn = UIAdd.Get <TowerBtn>(UIType.TowerBtn); m_SeeUi = UIAdd.Get <SeeUI>(UIType.SeeUI); m_SynergyUI = UIAdd.Get <SynergyUI>(UIType.SynergyUI); }