// Use this for initialization void Start() { //フェードマネージャーを取得 fmana = GameObject.Find("Canvas").GetComponent <FadeManager>(); //フェードイン開始 fmana.FadeIn(); //プレイヤー選択スクリプトの取得 select = GameObject.Find("Select_Player").GetComponent <Select_Player>(); }
public void Player_Init() { // プレイヤーのコンポーネントを取得 player_Draw = GameObject.Find("Canvas"); player = player_Draw.GetComponent <Select_Player>(); player.setSence(Select_Player.Character_Sence.NEXT_STAGESELECT); // マウスカーソル非表示 Cursor.lockState = CursorLockMode.Locked; Cursor.visible = false; // ステージ番号を取得 (結合時にコメント解除) Set_Player_Number(); }
public void Init() { player = GetComponent <Select_Player>(); player_data = GameObject.Find("Canvas").GetComponent <Select_Player_Data>(); Load_Data(player_data, player_data.datapath); max_stage = 5; player_data.delete_start = false; if (player.sence == Select_Player.Character_Sence.NEXT_STAGESELECT) { Clear_Init(); } }
public void Draw_Texture(Select_Player player) { // プレイヤーのシーン遷移 switch (player.sence) { case Select_Player.Character_Sence.NEXT_STAGESELECT: { Draw_LoadNow_FadeIn(Select_Player.Character_Sence.GAME_STAGESELECT); break; } case Select_Player.Character_Sence.GAME_STAGESELECT: { Draw_StageSelect(); break; } case Select_Player.Character_Sence.NEXT_GAMEMAIN: { Draw_LoadNow_FadeOut(Select_Player.Character_Sence.NEXT_GAMEMAIN); break; } case Select_Player.Character_Sence.NEXT_GAMETITLE: { Draw_LoadNow_FadeOut(Select_Player.Character_Sence.NEXT_GAMETITLE); break; } } }
[SerializeField] private int max_scroll_number; // 最大のスクロール値(最大ステージ数) // Start is called before the first frame update void Start() { player_input = GameObject.Find("Canvas"); player = player_input.GetComponent <Select_Player>(); //button_flg = false; }
// Start is called before the first frame update void Start() { player_Draw = GameObject.Find("Canvas"); player = player_Draw.GetComponent <Select_Player>(); audioSource = GetComponent <AudioSource>(); }