void Start() { //iSavename[0] = 0; //iSavename[1] = 0; //iSavename[2] = 0; bIsEnd = false; // 終了フラグ bIsUse = true; // 使っているフラグ gPanel = GameObject.Find("NamePanel"); /* * if (CSceneManager.GetRecently() != "ResultScene") * { * gPanel.SetActive(false); * bIsUse = false; * bIsEnd = true; * } */ // else gPanel.SetActive(true); csmScript = GameObject.Find("ScoreDisplay").GetComponent <CScoreManager>(); }
private void OnDestroy() { if (_current != null) { Debug.Log("점수 관리자 제거"); _current = null; Destroy(gameObject); } }
void OnTriggerEnter2D(Collider2D collision) { if (collision.name == "PlayerShip") { CScoreManager.AddScore(10); Destroy(gameObject); //CObjectPool.current.PoolObject(gameObject); } }
void Awake() { if (_inst != null && _inst != this) { Destroy(this.gameObject); return; } _inst = this; }
private void Awake() { if (_current == null) { _current = this; } else { DestroyImmediate(gameObject); } }
protected override void OnTriggerStay2D(Collider2D collision) { if (collision.tag == "Laser") { Hit(collision); GameObject player = GameObject.FindGameObjectWithTag("Player"); if (player == null) { return; } player.GetComponent <CLaserTimerManager>().LaserPowerUp(0.0001f); CScoreManager.AddScore(scorePerHit * laserHitRate); } }
void Start() { //iSavename[0] = 0; //iSavename[1] = 0; //iSavename[2] = 0; bIsEnd = false; // 終了フラグ bIsUse = true; // 使っているフラグ gPanel = GameObject.Find("NamePanel"); csmScript = GameObject.Find("ScoreDisplay").GetComponent <CScoreManager>(); // カメラ(SE用)取得 gCamera = Camera.main.gameObject; // コンポーネント取得 aAudioSource = gCamera.GetComponent <AudioSource>(); }
public long CheckDices(int x, int y) { long score = 0; DiceSet diceSet = GetDice(x, y); if (diceSet == null) { return(0); } int direction = diceSet.script.GetDirection(); if (direction > 1) { diceSet.checking = true; m_aCheckDice.Add(diceSet); //주사위 기준으로 4방향을 재귀로 검사한다. CheckDiceSide(x + 1, y, direction); CheckDiceSide(x - 1, y, direction); CheckDiceSide(x, y + 1, direction); CheckDiceSide(x, y - 1, direction); //인접한 모든 같은 방향 주사위 정보 m_aCheckDice int defaultCount = 0; int bonusCount = 0; int nCount = 0; int nMaxChain = 0; for (int i = 0; i < m_aCheckDice.Count; i++) { DiceSet ds = (DiceSet)m_aCheckDice[i]; if (m_aCheckDice.Count >= direction) { if (ds.script.GetState() == GameData.OBJECT_STATE_DISAPPEAR) { bonusCount++; ds.script.PlusDisappearTime(); } else { defaultCount++; ds.script.DisappearDice(); } nCount++; } //검사된 모든 주사위의 체크를 풀어준다. ds.checking = false; } if (defaultCount != 0 || bonusCount != 0) { if (defaultCount != 0 && bonusCount == 0) { //처음 주사위 맞출때 SoundManager.g_Instance.PlayEffectSound("dice_clear_01"); result_DiceN[direction] += direction; } else if (defaultCount != 0 && bonusCount != 0) { //체인 으로 맞출때 SoundManager.g_Instance.PlayEffectSound("chain_success_01"); string strName = "chain_random"; strName += "_"; strName += Random.Range(1, 7); SoundManager.g_Instance.PlayEffectSound(strName); for (int i = 0; i < m_aCheckDice.Count; ++i) { DiceSet ds = (DiceSet)m_aCheckDice[i]; ds.nChain++; if (ds.nChain > nMaxChain) { nMaxChain = ds.nChain; } } for (int i = 0; i < m_aCheckDice.Count; ++i) { DiceSet ds = (DiceSet)m_aCheckDice[i]; ds.nChain = nMaxChain; } ClearWaveEffect(); diceSet.nEmitterType = DiceSet.EMITTER_TYPE_CURRENT; m_aWaveEffectCheckDice = new ArrayList(m_aCheckDice); ChainEffect(nMaxChain); if (nMaxChain > CScoreManager.m_nMaxChain) { CScoreManager.m_nMaxChain = nMaxChain; } result_DiceN[direction] += 1; } score = CScoreManager.GetScore(direction, defaultCount, bonusCount, nMaxChain); //Debug.Log("? : " + result_DiceN.Length); if (ScoreLabelObj.instance != null) { ScoreLabelObj.instance.createScoreLabel(score); } //result_DiceN[0] += 1; //result_DiceN[direction] += 1; if (nMaxChain > result_maxChain) { result_maxChain = nMaxChain; } if (nMaxChain > 0 && score > result_maxChainScore) { result_maxChainScore = score; } //Debug.Log("TEST !!!"); //for(int i = 0 ; i < result_DiceN.Length; i++) //{ // Debug.Log(i + " : " + result_DiceN[i]); //} //Debug.Log("maxChain : " + result_maxChain); //Debug.Log("maxChainScore : " + result_maxChainScore); } m_aCheckDice.Clear(); } return(score); }