private EnemyCreator enemy_creator = null; // 방해 캐릭터 크리에이터. // ================================================================ // // MonoBehaviour에서 상속. void Start() { this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); // this.last_block.is_created = false; this.level_control = new LevelControl(); this.level_control.initialize(); this.level_control.loadLevelData(this.level_data_text); this.player.level_control = this.level_control; // this.game_root = this.gameObject.GetComponent <GameRoot>(); this.block_creator = this.gameObject.GetComponent <BlockCreator>(); this.coin_creator = this.gameObject.GetComponent <CoinCreator>(); this.enemy_creator = this.gameObject.GetComponent <EnemyCreator>(); this.block_creator.map_creator = this; this.coin_creator.map_creator = this; this.enemy_creator.map_creator = this; // this.create_floor_block(); }
// Use this for initialization void Start() { startLocalPos = transform.localPosition; levelState = LevelControl.Instance; goalLocalPosY = startLocalPos; goalLocalPosY.y = goalLocalPos.y; }
// Use this for initialization void Start() { player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); player.gameSceneControl = this; levelControl = new LevelControl(); levelControl.gameSceneControl = this; levelControl.player = player; levelControl.oniGroupPrefab = oniGroupPrefab; levelControl.Create(); resultControl = new ResultControl(); gameUIControl = GameUIControl.Instance; scoreControl = gameUIControl.scoreControl; result.oniDefeatNum = 0; result.evaluationCount = new int[(int)Evaluation.Num]; result.rank = 0; result.score = 0; result.scoreMax = 0; for (int i = 0; i < result.evaluationCount.Length; i++) { result.evaluationCount[i] = 0; } fadeControl = FadeControl.Instance; fadeControl.Fade(3.0f, new Color(0, 0, 0, 1.0f), new Color(0, 0, 0, 0)); nextState = State.Start; }
// This function initializes a level // It spawns enemies, and loads the player public void InitLevel(LevelControl level) { _lePersonnage = level.StartLevel(P_personnagePrefab, _nextDoor); P_playerDead = false; if (_hasSavedStats) { _lePersonnage.SetStats(_lastStats); foreach (StatusEffect se in _StatusEffects) { se.ReInit(_lePersonnage); } } BattleInterface.Instance.Initialize(); Camera.main.GetComponent <CameraBehavior>().P_target = _lePersonnage.transform; //This should be moved to the Level scripts Enemy[] enemies = FindObjectsOfType(typeof(Enemy)) as Enemy[]; _lesEnemis.Clear(); int enemycount = 1; foreach (Enemy e in enemies) { e.SetTarget(_lePersonnage.transform); _lesEnemis.Add(e); e.name = "Enemy" + enemycount.ToString(); enemycount++; } Screen.showCursor = false; }
void Start() { round_level = GameObject.Find("spawner"); round_accessor = round_level.GetComponent <LevelControl> (); store_accessor = GameObject.Find("Store"); storecontrol = store_accessor.GetComponent <StoreControl> (); }
// Use this for initialization void Start() { pauseMenu = pauseMenu.GetComponent <Canvas>(); continuing = continuing.GetComponent <Button>(); exit = exit.GetComponent <Button>(); level = GameObject.FindGameObjectWithTag("Level").GetComponent <LevelControl>(); }
// ================================================================ // public void create() { this.level_control = new LevelControl(); this.level_control.initialize(); this.level_control.loadLevelData(this.levelData); this.level_control.selectLevel(); }
// 삭제 직전에 호출된다. public override void onDelete() { base.onDelete(); // 아이템을 생성한다. if (this.reward_item.type != "" && this.reward_item.name != "") { string local_player_id = PartyControl.get().getLocalPlayer().getAcountID(); ItemManager.get().createItem(this.reward_item.type, this.reward_item.name, local_player_id); ItemManager.get().setPositionToItem(this.reward_item.name, this.control.getPosition()); var item = ItemManager.get().findItem(this.reward_item.name); if (item != null) { item.behavior.setFavorOption(this.reward_item.option0); item.behavior.beginSpawn(); } } if (this.room != null) { LevelControl.get().onDeleteEnemy(this.room, this.control); } }
// Use this for initialization void Start() { musicPlayer = GameObject.FindWithTag("MusicPlayer").GetComponent <MusicPlayer>(); MusicSlider.value = PlayerPrefsManager.GetMusicVolume(); SfxSlider.value = PlayerPrefsManager.GetSfxVolume(); lvlControl = GameObject.FindWithTag("LevelSelector").GetComponent <LevelControl>(); }
private void Awake() { if (instance == null) { instance = this; } }
/// <summary> /// This is called when the game should draw itself. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Draw(GameTime gameTime) { LevelControl.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); }
// Use this for initialization void Start() { levelControl = GameObject.Find("Game Controller").GetComponent <LevelControl>(); player = levelControl.GetPlayer().transform; camera = GetComponent <Camera>(); relPos = player.position - transform.position; }
public void create() { this.level_control = new LevelControl(); this.level_control.initialize(); // 레벨 데이터 초기화. this.level_control.loadLevelData(this.levelData); // 데이터 읽기. this.level_control.selectLevel(); // 레벨 선택. }
//------------------------------------------------------------- public IEnumerator Spawn() { yield return(new WaitForSeconds(1.0f)); playing = true; while (timeLeft > 0) { GameObject ball = balls [Random.Range(0, balls.Length)]; Vector3 spawnPosition = new Vector3( Random.Range(-maxWidth, maxWidth), transform.position.y, 0.0f); Quaternion spawnRotaion = Quaternion.identity; Instantiate(ball, spawnPosition, spawnRotaion); yield return(new WaitForSeconds(Random.Range(1.0f, 2.0f))); } LevelControl.setScore(score_Class.Score); yield return(new WaitForSeconds(2.0f)); LevelControl.showMessageInEndOfGame(); yield return(new WaitForSeconds(2.0f)); LevelControl.showMasalInEndOfGame(); LevelControl.saveLevelGame(); yield return(new WaitForSeconds(5.0f)); LevelControl.showMenuInEndOfGame(); }
public void Should_Write() { var levelControl = new LevelControl(new LevelControlOptions { Position = ControlPosition.BottomLeft, Style = ControlStyle.Auto }); var options = new IndoorManagerOptions { LevelControl = levelControl, StatesetId = "statesetId", Theme = IndoorLayerTheme.Auto, TilesetId = "tilesetId", Geography = "us" }; var expectedJson = "{" + "\"levelControl\":{" + "\"options\":{" + "\"position\":\"bottom-left\"" + ",\"style\":\"auto\"" + "}" + "}" + ",\"statesetId\":\"statesetId\"" + ",\"theme\":\"auto\"" + ",\"tilesetId\":\"tilesetId\"" + ",\"geography\":\"us\"" + "}"; TestAndAssertWrite(options, expectedJson); }
void Awake() { lvlCtrl = GetComponent <LevelControl>(); gameCtrl = GetComponent <GameControl>(); guiCtrl = GetComponent <GameGUIControl>(); pathArwCtrl = GetComponent <PathArrowControl>(); }
// Use this for initialization void Awake() { //First take care of singleton stuff if (instance != null && instance != this) { Destroy(this.gameObject); } character = new Character(new Vector3(0, 0, 0)); morphTriggers = new Dictionary <Vector3, char>(); teleportTriggers = new Dictionary <Vector3, Vector3>(); moveTriggers = new Dictionary <Vector3, char>(); portalParticles = Resources.Load("Portal", typeof(GameObject)) as GameObject; instance = this; DontDestroyOnLoad(this.gameObject); //Now load the game stuff levelLayout = new LevelEntity[20, 20, 20]; for (int i = 0; i < 20; i++) { for (int j = 0; j < 20; j++) { for (int k = 0; k < 20; k++) { levelLayout[i, j, k] = new LevelEntity(new Vector3(i, j, k)); } } } restartGame(); }
void Awake () { //Make this active and only instance instance = this; level = 0; ballsInitial = 0; }
void Start() { levelState = LevelControl.Instance; goalLight = GetComponent <Light>(); ImmersiveRange = DefaultRange / LevelControl.ImmersiveScale; goalLight.intensity = 1.5f; }
// Use this for initialization void Start() { // Initialize level control script reference levelControl = GetComponent <LevelControl> (); // Populate factory cell array cellArray = GameObject.FindGameObjectsWithTag("FactoryCell"); // Initialize first dimension of distance array distanceArray = new float[cellArray.Length][]; // loop for each cell in this level, initializing cell information for (int i = 0; i < cellArray.Length; i++) { // Initialize second dimension of distance array ** will potentially truncate subsequent arrays to avoid duplicate distances distanceArray [i] = new float[cellArray.Length]; // Loop for each cell again to calculate the distance between each pair of cells for (int j = 0; j < cellArray.Length; j++) { // Store calculated distance between cell i and cell j distanceArray [i][j] = Vector3.Distance(cellArray [i].transform.position, cellArray [j].transform.position); } // Initialize and populate static information for cell i, add to cellInfoList FactoryCellInfo tempCellInfo = new FactoryCellInfo(i, cellArray, distanceArray); cellInfoList.Add(tempCellInfo); // tell FactoryCellControl scripts their cell numbers tempCellInfo.cellControlScript.cellNum = i; } }
// Use this for initialization void Start() { playerControler = FindObjectOfType <PlayerControler>(); player = playerControler.gameObject; enemyRigidbody2D = gameObject.GetComponent <Rigidbody2D>(); levelControl = FindObjectOfType <LevelControl>(); }
// ================================================================ // // 继承于MonoBehaviour void Start() { this.rooms = new FloorControl[MODEL_NUM]; for (int i = 0; i < 3; i++) { this.rooms[i] = (Instantiate(this.roomPrefab) as GameObject).GetComponent <FloorControl>(); this.rooms[i].transform.position = new Vector3(0.0f, 0.0f, MODEL_Z_OFFSET + (float)i * MODEL_LENGTH); } this.start_model_index = 0; this.rooms[(this.start_model_index + 0) % MODEL_NUM].setOpen(); this.rooms[(this.start_model_index + 1) % MODEL_NUM].setOpen(); this.rooms[(this.start_model_index + 2) % MODEL_NUM].setClose(); this.shoji_control = (Instantiate(this.shojiPrefab) as GameObject).GetComponent <ShojiControl>(); this.rooms[(this.start_model_index + 0) % MODEL_NUM].attachShouji(this.shoji_control); // // 查找摄像机的实例 this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.scene_control = SceneControl.get(); this.level_control = LevelControl.get(); }
//------------------------------------------------------------- // Use this for initialization void Start() { LevelControl.init(); LevelControl.loadLevelGameSituation(); playing = false; balls = new GameObject[6]; //ballInit = GameObject.Instantiate( UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/prefab/ball.prefab", typeof(GameObject)) )as GameObject; //bombInit = GameObject.Instantiate( UnityEditor.AssetDatabase.LoadAssetAtPath("Assets/prefab/BombSpark.prefab", typeof(GameObject)) )as GameObject; /////////////////////////////////////////////////////////////////////////////////////// // LevelControl class LevelControl.setRequierLevel(ballInit, bombInit, sky); for (int i = 0; i < 6; i++) { balls [i] = LevelControl.balls [i]; } /////////////////////////////////////////////////////////////////////////////////////// if (cameraInstance == null) { cameraInstance = Camera.main; } Vector3 upperCorner = new Vector3(Screen.width, Screen.height, 0.0f); Vector3 targetWidth = cameraInstance.ScreenToWorldPoint(upperCorner); float ballWidth = balls [0].GetComponent <Renderer> ().bounds.extents.x; maxWidth = targetWidth.x - ballWidth; }
public void create() { this.level_control = new LevelControl(); this.level_control.initialize(); // レベルデータを初期化 this.level_control.loadLevelData(this.levelData); // データを読み込む this.level_control.selectLevel(); // レベルを選択 }
// Use this for initialization void Start() { //查找玩家的实例 this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); //查找摄像机的实例对象 this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.Create(); scoreControl = GetComponent <ScoreControl>(); //清空游戏的结果 this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for (int i = 0; i < this.result.eval_count.Length; i++) { this.result.eval_count[i] = 0; } //this.GetComponent //直接游戏 this.step = Step.Game; }
// 적을 펑하고 스폰한다(Action, 게스트용). public void create_enemy_internal_pedigree(string pedigree) { // 등록된 적 중에서 랜덤하게 선택. do { string[] tokens = pedigree.Split('.'); if (tokens.Length < 3) { break; } string enemy_name = tokens[0] + "." + tokens[1]; if (!System.Enum.IsDefined(typeof(Enemy.BEHAVE_KIND), tokens[2])) { break; } Enemy.BEHAVE_KIND behave = (Enemy.BEHAVE_KIND)System.Enum.Parse(typeof(Enemy.BEHAVE_KIND), tokens[2]); chrBehaviorEnemy enemy = LevelControl.get().createCurrentRoomEnemy <chrBehaviorEnemy>(enemy_name); if (enemy == null) { break; } enemy.name = enemy_name; enemy.setBehaveKind(behave, null); enemy.beginSpawn(this.transform.position + Vector3.up * 3.0f, this.transform.forward); } while(false); }
// Use this for initialization void Start() { vanishingTime = 0; LC = new LevelControl(); LC.initialize(); LC.loadLevelData(levelData); }
void Awake() { cloudMaterial = GetComponentInChildren <MeshRenderer>().material; networkDiscovery = NetworkDiscoveryWithAnchors.Instance; anchorManager = UNetAnchorManager.Instance; levelState = LevelControl.Instance; allPlayers.Add(this); }
public static void saveLevelGame() { if ((levelGame + 1) < 4 && LevelControl.getScore() >= LevelControl.thresholdLevel) { SaveLoadPlayerData.playerLevel = levelGame + 1; SaveLoadPlayerData.Save(); } }
private void CountBlock() { if (tag == "Breakable") { level = FindObjectOfType <LevelControl>(); level.RegisterBlock(); } }
void Start() { spawn = GameObject.FindGameObjectWithTag("Spawner"); LevelControl = spawn.GetComponent <LevelControl>(); Enemy = GetComponent <NavMeshAgent>(); currentHealth = maxHealth; healthBar.SetMaxHealth(maxHealth); }
public void explode() { if (endlessFlag == 1) { lvl.endlessReset(); } lvl = Camera.main.GetComponent<LevelControl>(); Camera.main.GetComponent<AudioSource>().PlayOneShot(lvl.tiengNoEffect); GameObject objTemp = lvl.pool.getData("noEffect"); objTemp.transform.position = this.transform.position + new Vector3(0,0.6f,-0.27216f); objTemp.GetComponent<ParticleSystem>().Play(); GetComponent<Animation>().wrapMode = WrapMode.Once; GetComponent<Animation>().Play ("no"); }
void Awake() { I = this; if (CurrentLevel >= Levels.Count) { CurrentLevel = 0; } Levels[CurrentLevel].gameObject.SetActive(true); Player.transform.position = Levels[CurrentLevel].StartPos.position; Player.transform.rotation = Levels[CurrentLevel].StartPos.rotation; Trailer.transform.position = Levels[CurrentLevel].StartPos.position; Trailer.transform.rotation = Levels[CurrentLevel].StartPos.rotation; }
void Update() { if (Botton.transform.localScale != new Vector3((Screen.width / 13333.3f) * 2.2f, (Screen.height / 15000f) * 3.3f, transform.localScale.z)) { Botton.transform.localScale = new Vector3((Screen.width / 13333.3f) * 2.2f, (Screen.height / 15000f) * 3.3f, transform.localScale.z); } if(Application.loadedLevel != 7) { if(Can == null) { Can = GameObject.Find("LevelController").GetComponent<LevelControl>(); } if(Can != null && Can.CanPlay) { Seconds += Time.deltaTime; if (Seconds >= 1) { Seconds = 0; TotalTime += 1; } if(TotalTime < 10) { TimeCounter.text = TotalTime.ToString(); } else if(TotalTime < 100) { string Blood = TotalTime.ToString(); U = Blood[1]; D = Blood[0]; TimeCounter.text = D + " " + U; } else { string Blood = TotalTime.ToString(); U = Blood[2]; D = Blood[1]; C = Blood[0]; TimeCounter.text = C + " " + D + " " + U; } } } }
public void InitEvents () { fc = FlowControl.Instance; lc = LevelControl.Instance; sc = ScoreControl.Instance; uic = UIControl.Instance; dc = DataControl.Instance; shootC = GameObject.Find ("Player").GetComponent<ShootingController> (); lc.BallsChanged += OnBallsChanged; lc.LevelChanged += OnLevelChanged; lc.TargetsChanged += OnTargetsChanged; sc.ScoreChanged += OnScoreChanged; shootC.InitPowerSlider += OnInitPowerSlider; shootC.UpdatePowerSlider += OnUpdatePowerSlider; string levelKind = dc.GetLevel (fc.Level).Kind; if (levelKind.Equals ("T")) GameObject.Find ("Player").GetComponent<MoveOnTrails> ().TrailsEndReached += OnTrailsEndReached; }
public void Proceed () { if (Status == STATUS.PLAYING) { EventControl.Instance.InitEvents (); lc = LevelControl.Instance; lc.Level = level; Level lev = DataControl.Instance.GetLevel (level); lc.BallsInitial = lev.Balls; lc.Targets = lev.Targets; sc = ScoreControl.Instance; sc.Score = 0; Cursor.visible = false; } else { Cursor.visible = true; } }
void Start() { Star = 0; TempoS = GameObject.Find("Canvas").GetComponent<TimeScript>(); try { MainLevel = GameObject.Find("LevelController").GetComponent<LevelControl>(); counterToWin = 0; counter = 0; j = 0; i = 0; ToWin = 0; FacesMini = GameObject.Find("MiniCube").GetComponent<ColorDefault>(); FacesBig = GameObject.Find("CubeM").GetComponent<ColorDefault>(); FacesToMini = FacesMini.Faces; FacesToBig = FacesBig.Faces; } catch { } }
private int block_count = 0; // 만든 블록 개수. #endregion Fields #region Methods // ================================================================ // // 블록을 만든다. public void createBlock(LevelControl.CreationInfo current_block, Vector3 block_position) { if(current_block.block_type == Block.TYPE.FLOOR) { // 다음에 만들 블록의 종류를 결정한다. // blockPrefabs에 설정된 블록이 차례로 나온다. // int next_block_type = this.block_count%this.blockPrefabs.Length; GameObject go = GameObject.Instantiate(this.blockPrefabs[next_block_type]) as GameObject; BlockControl new_block = go.GetComponent<BlockControl>(); new_block.transform.position = block_position; // BlockControl 클래스에 MapCreator를 기록해 둔다. // (BlockControl 클래스에서 MapCreator 클래스의 메소드를 호출하기 위해). // new_block.map_creator = this.map_creator; this.block_count++; } }
void Update() { if(Can == null) { Can = GameObject.Find("LevelController").GetComponent<LevelControl>(); } if(MVelS == null) { MVelS = GameObject.Find("Acelerator").GetComponent<AceleratorScript>(); } if (Application.platform == RuntimePlatform.Android) { Touched = MyTouch.tapCount > 0 ? true : false; } if (!Down && !Touched && GameObject.FindGameObjectWithTag("blocoUsing") == null) { transform.Rotate(0.01f, 0.01f, 0.01f); } if(Input.GetMouseButtonDown(1)) { Down = true; } else if(Input.GetMouseButtonUp(1)) { Down = false; } if (Can.CanPlay) { if (Application.platform == RuntimePlatform.Android && GameObject.FindGameObjectWithTag("blocoUsing") == null && MVelS.isPressed == false) { transform.Rotate(Input.GetTouch(0).deltaPosition.y * 400 / 10f * Time.deltaTime, Input.GetTouch(0).deltaPosition.x * - 400 / 10f * Time.deltaTime, 0f, Space.World); transform.Rotate(0f, 0f,((Input.GetTouch(1).deltaPosition.y * 400 / 10f * Time.deltaTime) + (Input.GetTouch(1).deltaPosition.x * -400 / 10f * Time.deltaTime))/2, Space.World); } else if (Down && GameObject.FindGameObjectWithTag("blocoUsing") == null && MVelS.isPressed == false) { transform.Rotate((Input.GetAxis("Mouse Y") * sensitivityY * Time.deltaTime), (Input.GetAxis("Mouse X") * -sensitivityX * Time.deltaTime), 0, Space.World); } } }
private int block_count = 0; // 作ったブロックの個数. #endregion Fields #region Methods // ================================================================ // // ブロックを作る. public void createBlock(LevelControl.CreationInfo current_block, Vector3 block_position) { if(current_block.block_type == Block.TYPE.FLOOR) { // 次につくるブロックの種類を決める. // blockPrefabs にセットされたブロックがじゅんばんに出てくる. // int next_block_type = this.block_count%this.blockPrefabs.Length; GameObject go = GameObject.Instantiate(this.blockPrefabs[next_block_type]) as GameObject; BlockControl new_block = go.GetComponent<BlockControl>(); new_block.transform.position = block_position; // BlockControl クラスに MapCreator を記録しておく. // (BlockControl クラスから MapCreator クラスのメソッドを呼び出すため). // new_block.map_creator = this.map_creator; this.block_count++; } }
void Update() { if(Can == null) { Can = GameObject.Find("LevelController").GetComponent<LevelControl>(); } ReservePosition1 = new MainCubesPrefabs[GameObject.FindGameObjectsWithTag("blocoMove").Length]; if(Can.CanPlay) { MyButton.interactable = true; } try { AllBlocks1 = GameObject.FindGameObjectsWithTag("blocoMove"); for (int i = 0; i < GameObject.FindGameObjectsWithTag("blocoMove").Length; i++) { ReservePosition1[i] = GameObject.FindGameObjectsWithTag("blocoMove")[i].GetComponent<MainCubesPrefabs>(); } } catch{} if (isPressed && Can.CanPlay) { try { for (int i = 0; i < AllBlocks1.Length; i++) { AllBlocks1[i].transform.position = new Vector3(AllBlocks1[i].transform.position.x - 0.08f, AllBlocks1[i].transform.position.y, AllBlocks1[i].transform.position.z); } } catch { } for (int i = 0; i < ReservePosition1.Length; i++) { ReservePosition1[i].lastPosition = new Vector3(ReservePosition1[i].lastPosition.x - 0.08f, ReservePosition1[i].lastPosition.y, ReservePosition1[i].lastPosition.z); } MyCreator.Seconds += Time.deltaTime * 2f/1.5f; } }
// ================================================================ // // MonoBehaviour からの継承. void Start() { this.player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControl>(); // this.last_block.is_created = false; this.level_control = new LevelControl(); this.level_control.initialize(); this.level_control.loadLevelData(this.level_data_text); this.player.level_control = this.level_control; // this.game_root = this.gameObject.GetComponent<GameRoot>(); this.block_creator = this.gameObject.GetComponent<BlockCreator>(); this.coin_creator = this.gameObject.GetComponent<CoinCreator>(); this.enemy_creator = this.gameObject.GetComponent<EnemyCreator>(); this.block_creator.map_creator = this; this.coin_creator.map_creator = this; this.enemy_creator.map_creator = this; // this.create_floor_block(); }
/* -------------------------------------------------------------------------------------------------------- */ /* * UNITY STUFF */ /* -------------------------------------------------------------------------------------------------------- */ void Awake() { Script = this; scoreScript = GameObject.Find("GameCode").GetComponent<ScoreCounter>(); networkScript = GameObject.Find("NetworkCode").GetComponent<NetworkGame>(); levelTimer = (2 + networkScript.levelTimeNetworkGame) * 60; //levelTimer = 5.0f; menuTime = Time.time; }
// Use this for initialization void Start() { lvl = Camera.main.GetComponent<LevelControl> (); pos = new Vector3[GameSettings.size * GameSettings.size + 10]; isMoving = false; }
void FixedUpdate() { if(Can == null) { Can = GameObject.Find("LevelController").GetComponent<LevelControl>(); } try { if (GameObject.FindGameObjectWithTag("blocoExit") != null) { CountTo += Time.deltaTime; if (CountTo > 0.002f) { CountTo = 0; Destroy(GameObject.FindGameObjectWithTag("blocoExit")); } } else if (coloca && Catching) { CountTo += Time.deltaTime; if (CountTo > 0.004f) { coloca = false; Catching = false; } } } catch { } if (Can.CanPlay) { Seconds += Time.deltaTime; } if (Seconds > TimeTo) { Seconds = 0; int RandomP = Mathf.FloorToInt(Random.Range(0, 6)); switch (RandomP) { case 0: Instantiate(bloco_a, lugar, Quaternion.identity); break; case 1: Instantiate(bloco_am, lugar, Quaternion.identity); break; case 2: Instantiate(bloco_v, lugar, Quaternion.identity); break; case 3: Instantiate(bloco_ve, lugar, Quaternion.identity); break; case 4: Instantiate(bloco_l, lugar, Quaternion.identity); break; case 5: Instantiate(bloco_b, lugar, Quaternion.identity); break; } } }
// Use this for initialization void Start() { this.player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControl>(); this.last_block.is_created = false; this.block_creator = this.gameObject.GetComponent<BlockCreator>(); this.level_control = new LevelControl(); this.level_control.initialize(); //テキストからデータを読み出す this.level_control.loadLevelData(this.level_data_text); this.game_root = this.gameObject.GetComponent<GameRoot>(); this.player.level_control = this.level_control; }
// -------------------------------------------------------------------------------- // void Start() { // プレイヤーのインスタンスを探しておく. this.player = GameObject.FindGameObjectWithTag("Player").GetComponent<PlayerControl>(); this.player.scene_control = this; // スコアのインスタンスを探しておく. this.score_control = GetComponent<ScoreControl>(); // カメラのインスタンスを探しておく. this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.create(); this.result_control = new ResultControl(); // GUI 制御のスクリプト(コンポーネント). this.gui_control = this.GetComponent<GUIControl>(); // フェードコントロールの追加 fader = gameObject.AddComponent<FadeControl>(); // ゲームの結果をクリアーしておく. this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for(int i = 0;i < this.result.eval_count.Length;i++) { this.result.eval_count[i] = 0; } // フェードインで開始 this.fader.fade( 3.0f, new Color( 0.0f, 0.0f, 0.0f, 1.0f ), new Color( 0.0f, 0.0f, 0.0f, 0.0f ) ); this.step = STEP.START; }
void Start() { this.player = GameObject.FindGameObjectWithTag( "Player").GetComponent<PlayerControl>(); this.last_block.is_created = false; this.block_creator = this.gameObject.GetComponent<BlockCreator>(); this.level_control = new LevelControl(); this.level_control.initialize(); }
public void create() { this.level_control = new LevelControl(); this.level_control.initialize(); // レベルデータを初期化. this.level_control.loadLevelData(this.levelData); // データを読み込む. this.level_control.selectLevel(); // レベルを選択. }
public static LevelControl getInstance () { if ( _meInstance == null ) { _meInstance = GameObject.Find ( "_LevelObject" ).GetComponent < LevelControl > (); } return _meInstance; }
// Use this for initialization void Start() { lvl = Camera.main.GetComponent<LevelControl> (); }
// Use this for initialization void Start () { lvlCtrl = GameObject.Find ("LevelControl").GetComponent<LevelControl> (); }