Example #1
0
    public void LoadRandomStage()
    {
        Debug.Log("LoadRandom executed");
        //stop all audio
        AudioManager.StopAll();
        //clean ui bugg


        //GUIManager.Instance.EndOfRoundPanel.SetActive(false);

        if (shuffleBagIndex > shuffleBagStages.Count - 1)
        {
            shuffleBagIndex = 0;
        }

        int stageIndex = shuffleBagIndex;

        shuffleBagIndex++;

        currentStage = shuffleBagStages[stageIndex];
        string lvlname = shuffleBagStages[stageIndex].levelname;

        DontDestroyOnLoad(gameObject);
        Debug.Log("trying to load " + lvlname);
        Application.LoadLevel(lvlname);
        GUIManager.Instance.MainMenu.SetActive(false);
    }
Example #2
0
    public void LoadNewStage()
    {
        int stageIndex = GUIManager.Instance.StageSelector.value;

        currentStage = _StagesDB[stageIndex];
        string lvlname = _StagesDB[stageIndex].levelname;

        DontDestroyOnLoad(gameObject);
        Debug.Log("trying to load " + lvlname);
        Application.LoadLevel(lvlname);
        GUIManager.Instance.MainMenu.SetActive(false);
        //GUIManager.Instance.InstructionsPanel.SetActive(true);
    }
Example #3
0
 void Start()
 {
     //ReadStageAsset();//读取关卡文件
     Stage = new StageClass(TaStageAsset.text);                           //关卡自动加载
     GoPlayer.GetComponent <Rigidbody2D>().drag = FloPlayerRigidbodyDrag; //玩家刚体阻力初始化
     _IntScore       = 0;                                                 //分数初始化
     _IntRhythmCombo = 0;                                                 //节奏连击初始化
     _IntGrazeCombo  = 0;                                                 //擦弹连击初始化
     _IntDeathNumber = 0;                                                 //死亡次数初始化
     AudioManager.SetAudioBackgroundVolumns(1.0F);
     AudioManager.SetAudioEffectVolumns(1.0F);
     //AudioManager.PlayAudioEffectA("GT");
     //AudioManager.PlayAudioEffectA("RBP");
     AudioManager.PlayAudioEffectA("GuillaumeTell");
     _FloMusicStartTime = Time.timeSinceLevelLoad;
 }