Ejemplo n.º 1
0
    /*==========================================================================*/
    /*		func																*/
    /*==========================================================================*/
    //----------------------------------------------------------------------------

    /*!
     *          @brief	Unity固有処理:初期化処理	※初回のUpdateを呼び出す直前に呼出し
     */
    //----------------------------------------------------------------------------
    protected override void Start()
    {
        base.Start();

        //----------------------------------------
        // ユニットモデル
        m_ReferObject[OBJECT_CHARA_MESH] = UnityUtil.GetChildNode(gameObject, "CharaMesh");
        // ウィンドウルート
        m_ReferObject[OBJECT_WINDOW_ROOT] = UnityUtil.GetChildNode(gameObject, "WindowBaseRoot");
        //カットインルート
        m_ReferObject[OBJECT_CUTIN_PARENT] = UnityUtil.GetChildNode(gameObject, "CutinParent");
        // エフェクト表示位置の高さ
        m_EffectPosY = 0.0f;

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutWindow = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutWindow.SetLayoutMax(LAYER_WINDOW_MAX);
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerWindowEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_BLACK, UnityUtil.GetChildNode(gameObject, "LayerWindowBlack"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.AddSwitchRequest(LAYER_WINDOW_EMPTY, true);

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutCategory = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutCategory.SetLayoutMax(LAYER_CATEGORY_MAX);
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerCateEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_LINK, UnityUtil.GetChildNode(gameObject, "LayerCateLink"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_MATERIAL, UnityUtil.GetChildNode(gameObject, "LayerCateMaterial"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.AddSwitchRequest(LAYER_CATEGORY_EMPTY, true);


        GameObject cObjectLinkOn = UnityUtil.GetChildNode(gameObject, "LayerLogoLinkOn");

        m_AnimationShotLogo[LAYER_LOGO_LINKON] = cObjectLinkOn.GetComponent <AnimationClipShot>();

        Vector3    vLogoRootPos = new Vector3(0.0f, m_EffectPosY, 0.0f);
        GameObject cObjLogoRoot = UnityUtil.GetChildNode(gameObject, "LayerLogoRoot");

        cObjLogoRoot.transform.position = vLogoRootPos;

        m_UnitNamePanel                     = m_CanvasObj.GetComponentInChildren <UnitNamePanel>();
        m_UnitResultButton                  = m_CanvasObj.GetComponentInChildren <UnitResultButton>();
        m_UnitResultButton.Button1Text      = "別のユニットをリンク";
        m_UnitResultButton.IsActiveButton1  = false;
        m_UnitResultButton.DidSelectButton1 = SwitchUnitSelect;
        m_UnitResultButton.IsActiveButton2  = false;

        //----------------------------------------
        // パッチ処理を行わないようにする
        //----------------------------------------
        MainMenuManager.Instance.m_ResumePatchUpdateRequest = false;
    }
Ejemplo n.º 2
0
    /*==========================================================================*/
    /*		func																*/
    /*==========================================================================*/
    //----------------------------------------------------------------------------

    /*!
     *          @brief	Unity固有処理:初期化処理	※初回のUpdateを呼び出す直前に呼出し
     */
    //----------------------------------------------------------------------------
    protected override void Start()
    {
        base.Start();

        //----------------------------------------
        // ユニットモデル
        m_ReferObject[OBJECT_CHARA_MESH_ROOT]   = UnityUtil.GetChildNode(gameObject, "CharaMeshRoot", "CharaMesh");
        m_ReferObject[OBJECT_CHARA_MESH_BEFORE] = UnityUtil.GetChildNode(m_ReferObject[OBJECT_CHARA_MESH_ROOT], "CharaMeshBefore");
        m_ReferObject[OBJECT_CHARA_MESH_AFTER]  = UnityUtil.GetChildNode(m_ReferObject[OBJECT_CHARA_MESH_ROOT], "CharaMeshAfter");
        // ウィンドウルート
        m_ReferObject[OBJECT_WINDOW_ROOT] = UnityUtil.GetChildNode(gameObject, "WindowBaseRoot");
        // カットインルートオブジェクト
        m_ReferObject[OBJECT_CUTIN_PARENT] = UnityUtil.GetChildNode(gameObject, "CutinParent");
        // エフェクト表示位置の高さ
        //m_EffectPosY = UnityUtil.GetChildNode( gameObject, "CharaBackGround" ).transform.position.y;
        m_EffectPosY = 0.0f;

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutWindow = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutWindow.SetLayoutMax(LAYER_WINDOW_MAX);
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerWindowEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_BLACK, UnityUtil.GetChildNode(gameObject, "LayerWindowBlack"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutWindow.AddSwitchRequest(LAYER_WINDOW_EMPTY, true);

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutCategory = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutCategory.SetLayoutMax(LAYER_CATEGORY_MAX);
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerCateEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_FRIEND, UnityUtil.GetChildNode(gameObject, "LayerCateFriend"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_MATERIAL, UnityUtil.GetChildNode(gameObject, "LayerCateMaterial"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutCategory.AddSwitchRequest(LAYER_CATEGORY_EMPTY, true);

        //-------------------------
        // 階層をレイアウト切り替え管理クラスに登録
        // 最初のレイアウトは非表示にしておく
        //-------------------------
        m_LayoutEvolve = gameObject.AddComponent <LayoutSwitchManager>();
        m_LayoutEvolve.SetLayoutMax(LAYER_EVOLVE_MAX);
        m_LayoutEvolve.SetLayoutSwitch(LAYER_EVOLVE_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerEvolveEmpty"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutEvolve.SetLayoutSwitch(LAYER_EVOLVE_ACTIVE, UnityUtil.GetChildNode(gameObject, "LayerEvolve"), false, null, typeof(MainMenuDialogSeqWait));
        m_LayoutEvolve.AddSwitchRequest(LAYER_EVOLVE_EMPTY, true);


        //-------------------------
        // ユニットアニメーションのコンポーネント取得
        //-------------------------
        if (m_ReferObject[OBJECT_CHARA_MESH_ROOT] != null)
        {
            m_CharaMeshAnim = m_ReferObject[OBJECT_CHARA_MESH_ROOT].GetComponent <AnimationClipResultEvol>();
        }

        Vector3    vLogoRootPos = new Vector3(0.0f, m_EffectPosY, 0.0f);
        GameObject cObjLogoRoot = UnityUtil.GetChildNode(gameObject, "LayerLogoRoot");

        cObjLogoRoot.transform.position = vLogoRootPos;

        m_UnitNamePanel = m_CanvasObj.GetComponentInChildren <UnitNamePanel>();

        m_UnitResultButton                  = m_CanvasObj.GetComponentInChildren <UnitResultButton>();
        m_UnitResultButton.Button1Text      = "このユニットを強化する";
        m_UnitResultButton.IsActiveButton1  = false;
        m_UnitResultButton.DidSelectButton1 = SwitchBuildup;
        m_UnitResultButton.Button2Text      = "別のユニットを進化";
        m_UnitResultButton.IsActiveButton2  = false;
        m_UnitResultButton.DidSelectButton2 = SwitchUnitSelect;

        //----------------------------------------
        // パッチ処理を行わないようにする.
        //----------------------------------------
        MainMenuManager.Instance.m_ResumePatchUpdateRequest = false;
    }