//카메라 조정 요소 // Start is called before the first frame update void Start() { theFade = FindObjectOfType <FadeManager>(); theAudio = FindObjectOfType <AudioManager>(); thePlayer = FindObjectOfType <Player_Movement>(); theGM = FindObjectOfType <RPGGameManager>(); }
// Called just after the object is initialised private void Awake() { if (sharedInstance != null && sharedInstance != this) { Destroy(gameObject); } else { sharedInstance = this; } }
private void Awake() { if (instanciaCompartilhada != null && instanciaCompartilhada != this) { Destroy(gameObject); } else { instanciaCompartilhada = this; } }
// Ensure only a single instance of the RPGGameManager exists // It's possible to get multiple instances if multiple copies of the RPGGameManager exists in the Hierarchy // or if multiple copes are programmatically instantiated public void Awake() { // if sharedInstance has been initialized, but not to the current instance, then destroy it if (sharedInstance != null && sharedInstance != this) { Destroy(gameObject); } else { sharedInstance = this; } }
void Awake() { if (sharedInstance != null && sharedInstance != this) { // We only ever want one instance to exist, so destroy the other existing object Destroy(gameObject); } else { // If this is the only instance, then assign the sharedInstance variable to the current object. sharedInstance = this; } }
void Awake() { // Check if sharedInstance is already initialized and not equal to this current instance //There should be only one instance of RPGGameManager if (sharedInstance != null && sharedInstance != this) { // If sharedInstance is initialized and not equal to the current instance, then destroy it Destroy(gameObject); } else { // assign the one sharedInstance variable to the current object sharedInstance = this; } }
// set things up here void Awake() { // setup reference to game manager if (gm_rpg == null) { gm_rpg = this.GetComponent <RPGGameManager>(); } _audio = GetComponent <AudioSource> (); if (_audio == null) // if AudioSource is missing { Debug.LogWarning("AudioSource component missing from this gameobject. Adding one."); // let's just add the AudioSource component dynamically _audio = gameObject.AddComponent <AudioSource>(); } _audio.loop = true; // setup all the variables, the UI, and provide errors if things not setup properly. setupDefaults(); }
public void CallLoad() { BinaryFormatter bf = new BinaryFormatter(); FileStream file = File.Open(Application.dataPath + "/SaveFile.dat", FileMode.Open); if (file != null && file.Length > 0) { data = (Data)bf.Deserialize(file); theDatabase = FindObjectOfType <DataBaseManager>(); thePlayer = FindObjectOfType <Player_Movement>(); thePlayerStat = FindObjectOfType <Player_Stat>(); theEquip = FindObjectOfType <Equipment>(); theInven = FindObjectOfType <Inventory>(); thePlayer.currentMapName = data.mapName; //thePlayer.currentSceneName = data.sceneName; vector.Set(data.playerX, data.playerY, data.playerZ); thePlayer.transform.position = vector; thePlayerStat.character_Lv = data.playerLv; thePlayerStat.hp = data.playerHP; thePlayerStat.mp = data.playerMP; thePlayerStat.currentHp = data.playerCurrentHP; thePlayerStat.currentMp = data.playerCurrentMP; thePlayerStat.currentExp = data.playerCurrentEXP; thePlayerStat.atk = data.playerATK; thePlayerStat.def = data.playerDEF; thePlayerStat.Gold = data.playerGlod; //호감도 thePlayerStat.favorability_Letitia = data.favorLetitia; thePlayerStat.favorability_Seren = data.favorSeren; theEquip.added_atk = data.added_atk; theEquip.added_def = data.added_def; //이벤트 기록 theDatabase.has_event001 = data.HasEvent001; theDatabase.has_event002 = data.HasEvent002; theDatabase.has_eventLetitia001 = data.HasEventLetitia001; theDatabase.has_eventLetitia002 = data.HasEventLetitia002; theDatabase.has_eventLetitia003 = data.HasEventLetitia003; theDatabase.has_eventLetitia004 = data.HasEventLetitia004; theDatabase.has_eventSeren001 = data.HasEventSeren001; theDatabase.has_eventSeren002 = data.HasEventSeren002; theDatabase.has_eventSeren003 = data.HasEventSeren003; theDatabase.has_eventSeren004 = data.HasEventSeren004; theDatabase.var = data.varNumberList.ToArray(); theDatabase.var_name = data.varNameList.ToArray(); theDatabase.switches = data.swList.ToArray(); theDatabase.switch_name = data.swNameList.ToArray(); for (int i = 0; i < theEquip.equipItemList.Length; i++) { for (int x = 0; x < theDatabase.itemList.Count; x++) { if (data.playerEquipItem[i] == theDatabase.itemList[x].itemID) { theEquip.equipItemList[i] = theDatabase.itemList[x]; Debug.Log("장착된 아이템을 로드했습니다 : " + theEquip.equipItemList[i].itemID); break; } } } List <Item> itemList = new List <Item>(); for (int i = 0; i < data.playerItemInventory.Count; i++) { for (int x = 0; x < theDatabase.itemList.Count; x++) { if (data.playerItemInventory[i] == theDatabase.itemList[x].itemID) { itemList.Add(theDatabase.itemList[x]); Debug.Log("인벤토리 아이템을 로드했습니다 : " + theDatabase.itemList[x].itemID); break; } } } for (int i = 0; i < data.playerItemInventoryCount.Count; i++) { itemList[i].itemCount = data.playerItemInventoryCount[i]; } theInven.LoadItem(itemList); theEquip.ShowText(); RPGGameManager theGM = FindObjectOfType <RPGGameManager>(); theGM.LoadStart(); SceneManager.LoadScene(data.mapName); } else { Debug.Log("저장된 세이브 파일이 없습니다"); } file.Close(); }