// チュートリアルのモンスターを捕獲したフラグ //private bool m_tutorialGetFlag = false; //// チュートリアルのモンスターを捕獲したフラグのプロパティ //public bool TutorialGetFlag //{ // get { return m_tutorialGetFlag; } // set { m_tutorialGetFlag = value; } //} /// <summary> /// Awake関数 /// </summary> protected override void Awake() { // 既にこのオブジェクトがあるか確認する CheckInstance(); // 攻撃用のドラムを生成する m_attackDrum = GameObject.FindGameObjectWithTag("AttackDrum").GetComponent <AttackDrum_Script>(); // 初期化する m_attackDrum.Initialize(this); // 選択用のドラムを生成する m_switchDrum = GameObject.FindGameObjectWithTag("SwitchDrum").GetComponent <SwitchDrum_Script>(); // 初期化する m_switchDrum.Initialize(this); // 捕獲用のドラムを生成する m_captureDrum = GameObject.FindGameObjectWithTag("CaptureDrum").GetComponent <CaptureDrum_Script>(); // 初期化する m_captureDrum.Initialize(this); // 現在のドラムを攻撃用のドラムにする m_currentDrum = m_attackDrum; // 現在のドラムをアクティブにする m_currentDrum.isActive = true; if (SceneManager.GetActiveScene().name != "TutorialCaptureScene") { m_healProsperityUI = GameObject.Find("PSlider"); m_healProsperityUIScript = m_healProsperityUI.GetComponent <HealProsperityUI_Script>(); } m_playerCreature = BattleManager_Script.Get.PlayerCreature; m_enemyCreature = BattleManager_Script.Get.EnemyCreature; m_timerObject = GameObject.Find("Timer"); }
// Start is called before the first frame update void Start() { m_data = m_enemy.EnemyCreatureData; #if UNITY_EDITOR m_data.hp = m_data.maxHp; #endif // CSVの保管クラスに設定 csvHolder.CSVLoadFile(m_data.drumonName); m_lastArts = csvHolder.CSVDatas.Count; this.m_timer = 0.0f; this.m_atkFlag = false; this.m_otsoFlag = false; CreatePrefab(); m_healProsperityUI = GameObject.Find("ESlider"); m_healProsperityUIScript = m_healProsperityUI.GetComponent <HealProsperityUI_Script>(); m_waitTime = GameObject.Find("WaitTime"); m_enemyWaitTimeUIScript = m_waitTime.GetComponent <EnemyWaitTimeUI_Script>(); m_levelUI = GameObject.Find("ELVText"); m_levelTextUIScript = m_levelUI.GetComponent <LevelTextUI_Script>(); m_targetPos = GameObject.Find("PlayerCreature"); m_healProsperityUIScript.MaxPoint = m_data.maxHp; m_healProsperityUIScript.NowPoint = m_data.hp; m_levelTextUIScript.NowLevel = m_data.level; m_enemyWaitTimeUIScript.MaxPoint = m_data.waitTime; m_enemyWaitTimeUIScript.NowPoint = m_timer; if (AudioManager_Script.Get) { // 鳴き声SE AudioManager_Script.Get.PlaySE(m_data.drumonName); } }
// Start is called before the first frame update void Start() { this.m_timer = 0.0f; m_rate = 0; this.m_atkFlag = false; m_attackRecipe = FindObjectOfType <AttackRecipeManeger_Script>(); m_healProsperityUI = GameObject.Find("PSlider"); m_healProsperityUIScript = m_healProsperityUI.GetComponent <HealProsperityUI_Script>(); m_TimerObject = GameObject.Find("Timer"); m_accelerationTimeScript = m_TimerObject.GetComponent <AccelerationTime_Script>(); m_levelUI = GameObject.Find("PLVText"); m_levelTextUIScript = m_levelUI.GetComponent <LevelTextUI_Script>(); m_targetPos = GameObject.Find("EnemyCreature"); PlayerBox_Script box = CreatureList_Script.Get.List; for (int i = 0; i < box.DataList.Length; i++) { if (!box.DataList[i].drumonName.Equals("") && box.DataList[i].hp != 0) { ChangeData(box.DataList[i]); break; } } #if UNITY_EDITOR m_data.hp = m_data.maxHp; #endif m_healProsperityUIScript.MaxPoint = m_data.maxHp; m_healProsperityUIScript.NowPoint = m_data.hp; m_levelTextUIScript.NowLevel = m_data.level; m_accelerationTimeScript.MaxTimer = m_data.waitTime; }
// Start is called before the first frame update void Start() { m_HPtext = this.GetComponent <Text>(); m_healProsperityUI_script = m_HPSlider.GetComponent <HealProsperityUI_Script>(); }