public override void OnInspectorGUI() { base.DrawDefaultInspector(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("이펙트 발사~")) { _editor.start(); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("UI 초기화.")) { _editor.collectUI(); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("버튼위치변경")) { _editor.refreshPosition(); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("일반이동")) { _editor.play(false); } if (GUILayout.Button("액트오픈")) { _editor.play(true); } EditorGUILayout.EndHorizontal(); EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("FSM 초기화")) { _editor.resetPlayMaker(); } EditorGUILayout.BeginHorizontal(); if (GUILayout.Button("스테이지 애니동작")) { _editor.playStageAni(); } if (GUI.changed) { EditorUtility.SetDirty(target); } }
public void startNextStageAnimationStep2() { if (GameManager.me.stageManager.nowPlayingGameType != GameType.Mode.Epic) { return; } int prevStage = GameDataManager.instance.maxStage - 1; int prevAct = GameDataManager.instance.maxActWithCheckingMaxAct; if (prevStage < 1) { --prevAct; prevStage = 5; } if (prevStage == 5 && GameDataManager.instance.maxActWithCheckingMaxAct - 2 >= 0) { setCameraPositionByAct(prevAct); // 맵이 열리는 애니메이션도 한다. _isActClearScene = true; mapRoad.refresh(prevAct, prevStage, UIWorldMapRoad.RefreshType.ActOpen); mapEffectManager.spCurrentActLock = mapRoad.spActLockCover[GameDataManager.instance.maxActWithCheckingMaxAct - 2]; mapRoad.spActLock[GameDataManager.instance.maxActWithCheckingMaxAct - 2].gameObject.SetActive(false); mapEffectManager.play(true); Hashtable hash = new Hashtable(); hash.Add("islocal", true); hash.Add("time", 0.8f); hash.Add("easetype", iTween.EaseType.linear); Vector3 pos = camWorldCamera.transform.localPosition; // 새 액트가 열릴때 그 액트를 화면 중앙으로 옮기는데 그때의 좌표다. switch (prevAct) { case 1: pos.x = 256; break; case 2: pos.x = 731; break; case 3: pos.x = 1268; break; case 4: pos.x = 1868; break; case 5: pos.x = 2353; //2442; break; /* * case 6: * pos.x = 2379; * break; * case 7: * * break; * * case 8: * * break; * * case 9: * * break; */ } if (prevAct < GameManager.MAX_ACT) { hash.Add("position", pos); iTween.MoveTo(camWorldCamera.gameObject, hash); } } else { setCameraPositionByAct(prevAct); // 이건 테스트용.. mapRoad.refresh(prevAct, prevStage, UIWorldMapRoad.RefreshType.StageOpen); // 단순히 걷기만 한다. _isActClearScene = false; mapEffectManager.play(false); } }