// リスタートかどうか確認 void RestartConfirmation() { if (!m_gameSceneController.IsRestart()) { return; } if (!m_gameSceneController.IsRestartReady()) { return; } // UIの初期化 m_gameUIScripts.Init(); // ポイントリスト初期化 m_costManager.Init(); // プレイヤリスト初期化 //if (m_winnerPlayer) //{ // m_winnerPlayer.Dead(); //} m_gameSceneController.ReStart(); m_state = EState.Wait; m_playerObj.Clear(); SetPlayerBothCollider(false); // プレイヤー同士の当たり判定無効化 }
private void Awake() { _isPlayerRed = RedSpawnMgr._isPlayer; SpawnManager playerSpawnMgr = _isPlayerRed ? RedSpawnMgr: BlueSpawnMgr; playerSpawnMgr._teamUnits = Manager.Get <GameManager>().GetPlayerUnits(); playerSpawnMgr._canvas = _canvas; _playerCtrl = playerSpawnMgr.GetComponent <PlayerController>(); _levelMgr.Init(_costMgr); _costMgr.Init(_levelMgr); }
void FinishUpdate() { m_state = EState.End; m_destroyCollisionPlayers.DestroyFallPlayer(); CostManager costManager = FindObjectOfType <CostManager>(); // 勝者の芸術ポイント保存 for (int i = 0; i < m_playerObj.Count; ++i) { if (m_playerObj[i] == null) { continue; } if (m_playerObj[i].GetMyState() == PlayerController.EState.Dead) { Destroy(m_playerObj[i].gameObject); continue; } m_playerObj[i].Win(); // m_winnerPlayer = m_playerObj[i]; // 芸術点採点 ArtGrading art = m_playerObj[i].gameObject.GetComponent <ArtGrading>(); BattlePointGrading battlePoint = m_playerObj[i].gameObject.GetComponent <BattlePointGrading>(); art.ArtistGrading(); // コストマネージャーに登録 costManager.SaveArtCostData(m_playerObj[i].PlayerID, art.Cost); costManager.SaveRankPointData(m_playerObj[i].PlayerID, 0); m_artArmatureSave.InContainer(m_playerObj[i].gameObject, art.Cost.allCost); Debug.Log("勝者:" + m_playerObj[i].name + " 芸術ポイント:" + art.Cost.allCost); // 勝者を殺すプログラム //m_playerObj[i].Dead(); } costManager.Init(); m_gameSceneController.ChangeScene(); }
private void Awake() { _levelMgr.Init(_costMgr); _costMgr.Init(_levelMgr); }