void Start() { PlayerControl player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); player.SetPlayable(false); this.fader = FadeControl.get(); this.fader.fade(1.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); this.next_state = STATE.TITLE; }
// -------------------------------------------------------------------------------- // void Start() { // プレイヤーを操作不能にする. PlayerControl player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); player.UnPlayable(); // フェードコントロール. this.fader = FadeControl.get(); this.fader.fade(1.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); this.next_step = STEP.TITLE; }
// -------------------------------------------------------------------------------- // void Start() { // 不允许玩家操作 PlayerControl player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); player.UnPlayable(); // 添加淡入淡出控制 this.fader = FadeControl.get(); this.fader.fade(1.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); this.next_step = STEP.TITLE; }
// -------------------------------------------------------------------------------- // void Start() { // 查找玩家的实例对象 this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); this.Display = GameObject.FindGameObjectWithTag("Display"); this.player.scene_control = this; // 查找得分的实例 this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.create(); this.result_control = new ResultControl(); // GUI 控制脚本(组件) this.gui_control = GUIControl.get(); // 添加淡入淡出控制. this.score_control = this.gui_control.score_control; // 清空游戏的结果 this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for (int i = 0; i < this.result.eval_count.Length; i++) { this.result.eval_count[i] = 0; } // 开始淡入 this.fader = FadeControl.get(); this.fader.fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); this.next_step = STEP.START; }
// -------------------------------------------------------------------------------- // void Start() { // プレイヤーのインスタンスを探しておく. this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); this.player.scene_control = this; // カメラのインスタンスを探しておく. this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.level_control = new LevelControl(); this.level_control.sceneControl = this; this.level_control.player = this.player; this.level_control.oniGroupPrefab = this.OniGroupPrefab; this.level_control.Create(); this.result_control = new ResultControl(); // GUI 制御のスクリプト(コンポーネント). this.gui_control = GUIControl.get(); // スコアのインスタンスを探しておく. this.score_control = this.gui_control.scoreControl; // ゲームの結果をクリアーしておく. this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for (int i = 0; i < this.result.eval_count.Length; i++) { this.result.eval_count[i] = 0; } // フェードインで開始 this.fader = FadeControl.get(); this.fader.Fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); this.next_step = STEP.START; }
// ----------------------------------------------------------------------------------- void Start() { // 获取角色相机对象 this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); this.player.scene_control = this; this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); // 初始化生成器 this.level_control = new LevelControl(); this.level_control.scene_control = this; this.level_control.player = this.player; this.level_control.OniGroupPrefab = this.OniGroupPrefab; this.level_control.create(); // 初始化结果计算器 this.result_control = new ResultControl(); // UI控制组件 this.gui_control = GUIControl.get(); this.score_control = this.gui_control.score_control; // 清空游戏结果 this.result.oni_defeat_num = 0; this.result.eval_count = new int[(int)EVALUATION.NUM]; this.result.rank = 0; this.result.score = 0; this.result.score_max = 0; for (int i = 0; i < this.result.eval_count.Length; i++) { this.result.eval_count[i] = 0; } this.fader = FadeControl.get(); this.fader.fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f)); // 开始游戏 this.next_state = STATE.START; }