Example #1
0
    public IEnumerator _OpEventC()
    {
        StageManagerSC._LumiaInst  = _NewLumia;
        StageManagerSC._CanvasInst = _NewCanvas;
        _CamSC                = GetComponent <LumiaCamSC>();
        _CamSC.enabled        = true;
        StageManagerSC._CamSC = _CamSC;
        yield return(new WaitForSeconds(6f));

        _ANI.enabled = true;
        yield return(new WaitForSeconds(3f));

        _Event = GameObject.Find("Event1");
        _Event.GetComponent <DialogueSC>()._Lumia = gameObject;
        _Event.GetComponent <DialogueSC>()._StartTalk();
    }
Example #2
0
    // Start is called before the first frame update
    void Start()
    {
        _MapOffsetNow = _MapOffset;
        _WorkingCam   = gameObject;
        if (_GenerateAtStart == true && _LumiaInst == null)
        {
            Debug.Log("루미아 생성");
            //필수 Instantiate 생성
            _LumiaInst = Instantiate(_LumiaPrefab);
            _LSC       = _LumiaInst.GetComponent <Lumia_SC>();
            GameObject _TargetMark = Instantiate(_TargetMarkPrefab);
            _CanvasInst = Instantiate(_CanvasPrefab);

            //주인공 캐싱
            _LSC._TargetMark = _TargetMark;
            _LSC._Canvas     = _CanvasInst;
            LumiaHitboxSC _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>();
            _LHBSC._Canvas  = _CanvasInst;
            _LHBSC._FadeObj = _CanvasInst.GetComponent <PauseSC>()._FadeObj;


            //저장된 능력치 로드
            if (SysSaveSC._Load_Required == true)
            {
                SysSaveSC._Load_Required = false;
                _LHBSC._HP_Max           = SysSaveSC._Loaded_HP_Max;
                _LHBSC._HP_Current       = SysSaveSC._Loaded_HP_Max;
                _LSC._SavedScene         = SysSaveSC._Loaded_SavedScene;
                _LSC._FileNumber         = SysSaveSC._Loaded_FileNumber;
                _LSC._PlayTime           = SysSaveSC._Loaded_PlayTime;
                _LSC._SwordMax           = SysSaveSC._Loaded_SwordMax;
                _LSC._SwordStock         = SysSaveSC._Loaded_SwordMax;
                _LSC._Money         = SysSaveSC._Loaded_Money;
                _LSC._HaveVessel    = SysSaveSC._Loaded_HaveVessel;
                _LSC._SlashAtkLv    = SysSaveSC._Loaded_SlashAtkLv;
                _LSC._ShotAtkLv     = SysSaveSC._Loaded_ShotAtkLv;
                _LSC._AtkSpeedLv    = SysSaveSC._Loaded_AtkSpeedLv;
                _LSC._WarpLv        = SysSaveSC._Loaded_WarpLv;
                _LSC._SwordSizeLv   = SysSaveSC._Loaded_SwordSizeLv;
                _LSC._PermanentFlag = SysSaveSC._Loaded_PermanentFlag;
            }

            //의자 존재여부 확인
            if (_Chair != null && _Chair.activeSelf == true)
            {
                _ChairStart();
            }
            else if (_StartPos != Vector2.zero)
            {
                _LumiaInst.transform.position = _StartPos;
            }

            //시스템 설정 불러오기
            SysSaveSC._SysLoad();
        }

        //스테이지 초기화
        if (_LumiaInst != null)
        {
            if (_LSC == null)
            {
                _LSC = _LumiaInst.GetComponent <Lumia_SC>();
            }
            _LSC._MyCamera   = gameObject;
            _CamSC           = _LumiaInst.GetComponent <LumiaCamSC>();
            _CamSC._MyCamera = gameObject;
            _LSC._WhenSceneLoad();
            _CamSC._CameraControl();
            transform.position = _LumiaInst.GetComponent <LumiaCamSC>()._CamPos1;
        }
    }