// ロード時に実行 void Start() { g_Player = GameObject.Find("Player"); g_SpriteChange = g_Player.GetComponent <SpriteChange>(); g_IconDirector = GameObject.Find("IconDirector"); id_Director = g_IconDirector.GetComponent <IconDirector>(); g_Transform = GameObject.Find("TransformDirector"); td_Script = g_Transform.GetComponent <TransformationDirector>(); g_SE = GameObject.Find("ConsteSE"); as_Source = g_SE.GetComponent <AudioSource>(); for (int i = 0; i < g_Constellation.Count; i++) { g_Constellation[i].SetActive(false); if (i >= (int)AbilityKey.Max) { continue; } f_Timer[i] = 0.0f; b_Ability[i] = false; n_Status[i] = (int)ConstellationState.None; n_RecoveryState[i] = n_Status[i]; } n_NowStatus = (int)ConstellationState.None; SetSpan(); }
private void ChangeSprite(SpriteChange spr) { if (!spr.IsScreaming) { SoundManager.Instance.EnemyScream(); spr.ChangeSpriteScream(); } }
private IEnumerator GrowTreeAndDropItem(GameObject obj) { SpriteChange spriteChange = obj.GetComponent <SpriteChange>(); int waitRounds = spriteChange.sprites.Length; // wait for a few rounds and grow tree for (int i = 0; i < waitRounds; i++) { if (spriteChange) { spriteChange.SpriteIndex++; } yield return(new WaitForSeconds(spawnDelay)); if (obj == null) { yield break; } } // drop item List <Vector2> positions = new List <Vector2>(); for (int x = -1; x <= 1; x++) { for (int y = -1; y <= 1; y++) { Vector2 position = (Vector2)obj.transform.position + new Vector2(x, y); Collider2D occupied = Physics2D.OverlapPoint(position); if (!occupied) { positions.Add(position); } } } Vector2 itemPosition = positions[Random.Range(0, positions.Count)]; GameObject item = items[Random.Range(0, items.Length)]; GameObject spawned = Instantiate(item, itemPosition, Quaternion.identity); spawned.transform.SetParent(gameObject.transform); }
public void MergeInto(SpriteChange spriteChange, bool pool = false) { if (spriteChange.PresentSpriteSet != -1) { if (Empty) { Empty = false; } PresentSpriteSet = spriteChange.PresentSpriteSet; } if (spriteChange.VariantIndex != -1) { VariantIndex = spriteChange.VariantIndex; } if (spriteChange.CataloguePage != -1) { CataloguePage = spriteChange.CataloguePage; } if (spriteChange.PushTexture) { if (PushClear) { PushClear = false; } PushTexture = spriteChange.PushTexture; } if (spriteChange.Empty) { if (PresentSpriteSet != -1) { PresentSpriteSet = -1; } Empty = spriteChange.Empty; } if (spriteChange.ClearPallet) { if (Pallet != null) { Pallet = null; } ClearPallet = spriteChange.ClearPallet; } if (spriteChange.PushClear) { if (PushTexture) { PushTexture = false; } PushClear = spriteChange.PushClear; } if (spriteChange.SetColour != null) { SetColour = spriteChange.SetColour; } if (spriteChange.Pallet != null) { if (ClearPallet) { ClearPallet = false; } Pallet = spriteChange.Pallet; } if (pool) { PooledSpriteChange.Add(spriteChange); } }
// Start is called before the first frame update void Start() { an_Change = g_Transformation.GetComponent <Animator>(); sc_Script = g_Transformation.GetComponent <SpriteChange>(); g_Transformation.SetActive(false); }