IEnumerator _MoveToPos() { float _Dir1 = transform.position.x - StageManagerSC._LumiaInst.transform.position.x; int _Dir2 = _Dir1 > 0 ? 1 : _Dir1 < 0 ? -1 : 0; _LSC._AutoWalk = _Dir2; while (0 < (transform.position.x - StageManagerSC._LumiaInst.transform.position.x) * _Dir2) { yield return(null); } _LSC._AutoWalk = 0; LumiaHitboxSC _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>(); _LHBSC._HP_Current = _LHBSC._HP_Max; _LSC._Canvas.GetComponent <PauseSC>()._UpdateCurrentHp(); _LSC._SavedScene = SceneManager.GetActiveScene().name; SysSaveSC._CharSave(); StartCoroutine(StageManagerSC._LumiaInst.GetComponent <Lumia_SC>()._WhiteFlash()); StageManagerSC._LumiaInst.GetComponent <SpriteRenderer>().flipX = false; StageManagerSC._LumiaInst.GetComponent <Animator>().SetBool("_Sitting", true); StageManagerSC._LSC._TemporaryFlag.Clear(); yield return(new WaitForSeconds(1f)); _CanStand = true; }
IEnumerator _ShowMenu() { Debug.Log("타이틀 코루틴 시작"); SysSaveSC._Loading = true; SysSaveSC._SysLoad(); while (SysSaveSC._Loading == true) { yield return(null); } _Menu.SetActive(true); Debug.Log("시스템 세이브 불러오기 종료"); AsyncOperation op = null; if (SysSaveSC._LastFile == 0) { op = SceneManager.LoadSceneAsync("OpeningStage"); } else if (SysSaveSC._LastFile != 0) { op = SceneManager.LoadSceneAsync("123"); } op.allowSceneActivation = false; while (op.progress < 0.9f) { yield return(null); } op.allowSceneActivation = true; yield return(new WaitForSeconds(1.0f)); _BlackStart._FadeOut(); }
IEnumerator _DeathEvent() { _DeathAniPlayed = true; _ANI.SetBool("_Spiked", true); _RB.bodyType = RigidbodyType2D.Static; GetComponent <AudioSource>().Stop(); _AS.PlayOneShot(_SFX[1], SysSaveSC._Vol_Master * SysSaveSC._Vol_SFX * 0.01f); _AS.PlayOneShot(_SFX[2], SysSaveSC._Vol_Master * SysSaveSC._Vol_SFX * 0.01f); GameObject _DeathImpactInst; _DeathImpactInst = Instantiate(_DeathImpact); _DeathImpactInst.transform.position = transform.position; yield return(new WaitForSeconds(0.3f)); _DeathImpactInst.GetComponent <ParticleSystem>().Play(); StageManagerSC._CamSC._CoolDownLock = true; StageManagerSC._CamSC._Shake(0.5f); yield return(new WaitForSeconds(0.2f)); _FadeObj.SetActive(true); while (_FadeObj.GetComponent <CanvasGroup>().alpha < 1f) { yield return(null); } _DeathImpactInst.GetComponent <ParticleSystem>().Stop(); StageManagerSC._CamSC._CoolDownLock = false; yield return(new WaitForSeconds(1f)); _LumiaSC._SwordList.Clear(); _LumiaSC._SwordDistanceList.Clear(); _LumiaSC._SwordStock = _LumiaSC._SwordMax; AsyncOperation op = SceneManager.LoadSceneAsync(_LumiaSC._SavedScene); op.allowSceneActivation = false; DontDestroyOnLoad(transform.parent); while (op.progress < 0.9f) { yield return(null); } op.allowSceneActivation = true; GetComponent <AudioSource>().Play(); _HP_Current = _HP_Max; _Canvas.GetComponent <PauseSC>()._UpdateCurrentHp(); _LumiaSC._SwordStock = _LumiaSC._SwordMax; _Canvas.GetComponent <PauseSC>()._UpdateSwordCurrent(); _ANI.SetBool("_Spiked", false); _ANI.SetTrigger("_AfterSpike"); _RB.bodyType = RigidbodyType2D.Dynamic; StageManagerSC._LSC._ChairRespawn = true; SysSaveSC._CharSave(); }
void Start() { _CheckExist = File.Exists(Application.persistentDataPath + "/CharSave" + _FileNumber + ".dat"); Debug.Log("Directory:" + Application.persistentDataPath); if (_CheckExist == false) { Debug.Log(_FileNumber + "번 파일이 없습니다"); _Button.text = _NewGameLang[SysSaveSC._Language]; } else { Debug.Log(_FileNumber + "번 파일이 발견되었습니다."); SysSaveSC._CharLoad(_FileNumber, GetComponent <LoadButtonSC>()); } }
public void _ClosePause() { _IsPaused = false; _DarkScreen(false); if (_MenuPages[1].activeSelf == true || _MenuPages[2].activeSelf == true) { SysSaveSC._SysSave(); if (_MenuPages[3].activeSelf == true) { _MenuPages[3].GetComponent <KeySettingSC>()._Waiting = false; } } for (int i = 0; i < 2; i++) { if (_MenuPages[i].activeSelf == true) { _MenuPages[i].GetComponent <UIFaderSC>()._FadeOut(); } } Time.timeScale = 1f; Cursor.visible = false; }
// Start is called before the first frame update void Start() { _MapOffsetNow = _MapOffset; _WorkingCam = gameObject; if (_GenerateAtStart == true && _LumiaInst == null) { Debug.Log("루미아 생성"); //필수 Instantiate 생성 _LumiaInst = Instantiate(_LumiaPrefab); _LSC = _LumiaInst.GetComponent <Lumia_SC>(); GameObject _TargetMark = Instantiate(_TargetMarkPrefab); _CanvasInst = Instantiate(_CanvasPrefab); //주인공 캐싱 _LSC._TargetMark = _TargetMark; _LSC._Canvas = _CanvasInst; LumiaHitboxSC _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>(); _LHBSC._Canvas = _CanvasInst; _LHBSC._FadeObj = _CanvasInst.GetComponent <PauseSC>()._FadeObj; //저장된 능력치 로드 if (SysSaveSC._Load_Required == true) { SysSaveSC._Load_Required = false; _LHBSC._HP_Max = SysSaveSC._Loaded_HP_Max; _LHBSC._HP_Current = SysSaveSC._Loaded_HP_Max; _LSC._SavedScene = SysSaveSC._Loaded_SavedScene; _LSC._FileNumber = SysSaveSC._Loaded_FileNumber; _LSC._PlayTime = SysSaveSC._Loaded_PlayTime; _LSC._SwordMax = SysSaveSC._Loaded_SwordMax; _LSC._SwordStock = SysSaveSC._Loaded_SwordMax; _LSC._Money = SysSaveSC._Loaded_Money; _LSC._HaveVessel = SysSaveSC._Loaded_HaveVessel; _LSC._SlashAtkLv = SysSaveSC._Loaded_SlashAtkLv; _LSC._ShotAtkLv = SysSaveSC._Loaded_ShotAtkLv; _LSC._AtkSpeedLv = SysSaveSC._Loaded_AtkSpeedLv; _LSC._WarpLv = SysSaveSC._Loaded_WarpLv; _LSC._SwordSizeLv = SysSaveSC._Loaded_SwordSizeLv; _LSC._PermanentFlag = SysSaveSC._Loaded_PermanentFlag; } //의자 존재여부 확인 if (_Chair != null && _Chair.activeSelf == true) { _ChairStart(); } else if (_StartPos != Vector2.zero) { _LumiaInst.transform.position = _StartPos; } //시스템 설정 불러오기 SysSaveSC._SysLoad(); } //스테이지 초기화 if (_LumiaInst != null) { if (_LSC == null) { _LSC = _LumiaInst.GetComponent <Lumia_SC>(); } _LSC._MyCamera = gameObject; _CamSC = _LumiaInst.GetComponent <LumiaCamSC>(); _CamSC._MyCamera = gameObject; _LSC._WhenSceneLoad(); _CamSC._CameraControl(); transform.position = _LumiaInst.GetComponent <LumiaCamSC>()._CamPos1; } }
public void ConfirmSet() { SysSaveSC._SysSave(); }