Exemple #1
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 // Use this for initialization
 void Start()
 {
     _Lumia   = transform.parent.gameObject;
     _RB      = _Lumia.GetComponent <Rigidbody2D>();
     _ANI     = _Lumia.GetComponent <Animator>();
     _AS      = _Lumia.GetComponent <AudioSource>();
     _LumiaSC = transform.parent.GetComponent <Lumia_SC>();
 }
Exemple #2
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 // Start is called before the first frame update
 void Start()
 {
     _LSC   = StageManagerSC._LSC;
     _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>();
     _UISC  = transform.parent.GetComponent <PauseSC>();
     _NoDamageToggle(false);
     _NoHitToggle(false);
 }
Exemple #3
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 IEnumerator StartC()
 {
     while (StageManagerSC._LumiaInst == null)
     {
         yield return(null);
     }
     _LSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>();
 }
Exemple #4
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 // Use this for initialization
 void Start()
 {
     _RB   = GetComponent <Rigidbody2D>();
     _LSC  = _Lumia.GetComponent <Lumia_SC>();
     _AS   = GetComponent <AudioSource>();
     _PDSC = transform.GetChild(0).GetComponent <PlayerDetectorSC>();
     _SMSC = StageManagerSC._WorkingCam.GetComponent <StageManagerSC>();
     _Ani  = GetComponent <Animator>();
 }
Exemple #5
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 // Start is called before the first frame update
 void Start()
 {
     _LSC             = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>();
     _LSC._SwordMax   = 5;
     _LSC._SwordStock = 5;
     _LSC._Canvas.GetComponent <PauseSC>()._UpdateSwordMax();
     _LSC._Canvas.GetComponent <PauseSC>()._UpdateSwordCurrent();
     transform.parent.GetComponent <DialogueSC>()._StartLine = 16;
     transform.parent.GetComponent <DialogueSC>()._EndLine   = 16;
 }
Exemple #6
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 IEnumerator StartC()
 {
     while (StageManagerSC._LumiaInst == null)
     {
         yield return(null);
     }
     _LSC  = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>();
     _HBSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>()._Hitbox.GetComponent <LumiaHitboxSC>();
     _UpdateMaxHp();
     _UpdateSwordMax();
 }
Exemple #7
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 IEnumerator _FindLumia()
 {
     while (StageManagerSC._LumiaInst == null)
     {
         yield return(null);
     }
     if (_Lumia == null)
     {
         _Lumia = StageManagerSC._LumiaInst;
     }
     if (_Lumia_SC2 == null)
     {
         _Lumia_SC2 = _Lumia.GetComponent <Lumia_SC>();
     }
 }
Exemple #8
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    public static void _CharSave()
    {
        Lumia_SC        _LSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>();
        BinaryFormatter _BF  = new BinaryFormatter();
        FileStream      file = File.Create(Application.persistentDataPath + "/CharSave" + _LSC._FileNumber + ".dat");
        CharSaveCon     data = new CharSaveCon();

        data._Scene         = _LSC._SavedScene;
        data._HP_Max        = _LSC._Hitbox.GetComponent <LumiaHitboxSC>()._HP_Max;
        data._PlayTime      = _LSC._PlayTime;
        data._SwordMax      = _LSC._SwordMax;
        data._Money         = _LSC._Money;
        data._HaveVessel    = _LSC._HaveVessel;
        data._SlashAtkLv    = _LSC._SlashAtkLv;
        data._ShotAtkLv     = _LSC._ShotAtkLv;
        data._AtkSpeedLv    = _LSC._AtkSpeedLv;
        data._WarpLv        = _LSC._WarpLv;
        data._SwordSizeLv   = _LSC._SwordSizeLv;
        data._PermanentFlag = _LSC._PermanentFlag;

        _BF.Serialize(file, data);
        file.Close();
        Debug.Log("캐릭터 데이터가 " + _LSC._FileNumber + "번 파일에 저장되었습니다." + data._HP_Max);
    }
Exemple #9
0
    // Start is called before the first frame update
    void Start()
    {
        _MapOffsetNow = _MapOffset;
        _WorkingCam   = gameObject;
        if (_GenerateAtStart == true && _LumiaInst == null)
        {
            Debug.Log("루미아 생성");
            //필수 Instantiate 생성
            _LumiaInst = Instantiate(_LumiaPrefab);
            _LSC       = _LumiaInst.GetComponent <Lumia_SC>();
            GameObject _TargetMark = Instantiate(_TargetMarkPrefab);
            _CanvasInst = Instantiate(_CanvasPrefab);

            //주인공 캐싱
            _LSC._TargetMark = _TargetMark;
            _LSC._Canvas     = _CanvasInst;
            LumiaHitboxSC _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>();
            _LHBSC._Canvas  = _CanvasInst;
            _LHBSC._FadeObj = _CanvasInst.GetComponent <PauseSC>()._FadeObj;


            //저장된 능력치 로드
            if (SysSaveSC._Load_Required == true)
            {
                SysSaveSC._Load_Required = false;
                _LHBSC._HP_Max           = SysSaveSC._Loaded_HP_Max;
                _LHBSC._HP_Current       = SysSaveSC._Loaded_HP_Max;
                _LSC._SavedScene         = SysSaveSC._Loaded_SavedScene;
                _LSC._FileNumber         = SysSaveSC._Loaded_FileNumber;
                _LSC._PlayTime           = SysSaveSC._Loaded_PlayTime;
                _LSC._SwordMax           = SysSaveSC._Loaded_SwordMax;
                _LSC._SwordStock         = SysSaveSC._Loaded_SwordMax;
                _LSC._Money         = SysSaveSC._Loaded_Money;
                _LSC._HaveVessel    = SysSaveSC._Loaded_HaveVessel;
                _LSC._SlashAtkLv    = SysSaveSC._Loaded_SlashAtkLv;
                _LSC._ShotAtkLv     = SysSaveSC._Loaded_ShotAtkLv;
                _LSC._AtkSpeedLv    = SysSaveSC._Loaded_AtkSpeedLv;
                _LSC._WarpLv        = SysSaveSC._Loaded_WarpLv;
                _LSC._SwordSizeLv   = SysSaveSC._Loaded_SwordSizeLv;
                _LSC._PermanentFlag = SysSaveSC._Loaded_PermanentFlag;
            }

            //의자 존재여부 확인
            if (_Chair != null && _Chair.activeSelf == true)
            {
                _ChairStart();
            }
            else if (_StartPos != Vector2.zero)
            {
                _LumiaInst.transform.position = _StartPos;
            }

            //시스템 설정 불러오기
            SysSaveSC._SysLoad();
        }

        //스테이지 초기화
        if (_LumiaInst != null)
        {
            if (_LSC == null)
            {
                _LSC = _LumiaInst.GetComponent <Lumia_SC>();
            }
            _LSC._MyCamera   = gameObject;
            _CamSC           = _LumiaInst.GetComponent <LumiaCamSC>();
            _CamSC._MyCamera = gameObject;
            _LSC._WhenSceneLoad();
            _CamSC._CameraControl();
            transform.position = _LumiaInst.GetComponent <LumiaCamSC>()._CamPos1;
        }
    }
Exemple #10
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 // Use this for initialization
 void Start()
 {
     _Parent = transform.parent.gameObject;
     _Lumia  = _Parent.GetComponent <SwordSC>()._Lumia;
     _LSC    = _Lumia.GetComponent <Lumia_SC>();
 }