void Awake() { //スクリプトを取得 g_folder_Script = GetComponent <Folder_Script>(); //フォルダーを数えるスクリプトの数値を入れる g_stage_array_num = g_folder_Script.Filenum("*.json"); g_json_stage = new string[g_stage_array_num]; g_folder_Script.Filename("*.json"); //ファイル数とstageの横の数を割る g_stage_var = g_stage_array_num / g_stage_side; //ファイル数とstageの横の数を割った数の余りを求める g_stage_remainder = g_stage_array_num % g_stage_side; //ファイル数とstageの横の数を割りきれなかったとき if (g_stage_remainder != 0) { g_stage_max_var = g_stage_var + 1; } else { //割った数で縦の数を決める g_stage_max_var = g_stage_var; } }
// Start is called before the first frame update void Start() { g_json_array_script = GameObject.Find("Stageinformation").GetComponent <JsonArray>(); g_var_num = g_json_array_script.g_stage_max_var; g_side_num = g_json_array_script.g_stage_side; g_streaming_folder = GameObject.Find("Stageinformation").GetComponent <Folder_Script>(); g_stage_string = new string[g_var_num, g_side_num]; }
void Start() { g_trouble_Script = GameObject.Find("TroubleObj").GetComponent <TroubleScr>(); g_result_Script = GameObject.Find("Stageinformation").GetComponent <ResultScript>(); g_clear_Script = GameObject.Find("Game_Controller").GetComponent <Stage_Clear>(); g_folder_Script = GameObject.Find("Stageinformation").GetComponent <Folder_Script>(); g_information_Script = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_game_con_Script = GameObject.Find("Game_Controller").GetComponent <Game_Controller>(); g_player_Script = GameObject.Find("Player_Controller").GetComponent <Playercontroller>(); g_player_anim_Script = this.GetComponent <Player_Animation>(); g_player_obj = this.gameObject; }
// Start is called before the first frame update void Start() { //ボタンを生むのに必要な情報を取得 g_array_Script = GameObject.Find("Stageinformation").GetComponent <JsonArray>(); g_folder_Script = GameObject.Find("Stageinformation").GetComponent <Folder_Script>(); //生み出す横の幅を決定 g_side_num = g_array_Script.g_stage_side; //生み出す縦の幅を決定 g_varmax_num = g_array_Script.g_stage_max_var; g_var_num = g_array_Script.g_stage_var; //生み出すあまりの幅を決定 g_remainder_num = g_array_Script.g_stage_remainder; //生み出す個数 g_button_sprewn_num = g_array_Script.g_stage_array_num; //配列の最大値を決定する g_json_button_array = new GameObject[g_varmax_num, g_side_num]; g_json_stage_array = new string[g_varmax_num, g_side_num]; ButtonPool(g_button_obj); }
void Start() { DontDestroyOnLoad(this.gameObject); g_folder = GetComponent <Folder_Script>(); }