// Update is called once per frame void Update() { delta += Time.deltaTime; if (delta > span) { delta = 0; count++; } if (!has_tex && count >= FIRST_TIME) { DestroyChild(); has_tex = true; PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/Achoo/achoo2Prefab", "achoo2"); } if (has_tex && count >= SECOND_TIME) { DestroyChild(); Destroy(this.gameObject); EventDirector.curr_global_event = GlobalEvent.ETC; } }
protected override void OnCreate() { var resourceManager = ResourceManager.Instance; var scene = this.Scene; var shader = this.Shader; var noiseTexture = PrefabGenerator.GenerateNoiseTexture(4, 4); var noiseTextureProp = shader.GetProperty <Texture>("noiseTexture"); shader.Set(noiseTextureProp, noiseTexture); screenWidthProp = shader.GetProperty <int>("screenWidth"); screenHeightProp = shader.GetProperty <int>("screenHeight"); // SetKernelSize(64); var changer = this.Scene.ActiveCamera.Entity.GetComponent <OptionChanger>(); this.radiusProp = this.Shader.GetProperty <float>("radius"); changer.AddOption(new SimpleFloatOption("SSAO Radius", 0.5f, 0.01f, 5.0f, 0.01f, (float value) => { this.Shader.Set(this.radiusProp, value); })); this.powerRadius = this.Shader.GetProperty <float>("power"); changer.AddOption(new SimpleFloatOption("SSAO Power", 2.0f, 0.1f, 20.0f, 0.1f, (float value) => { this.Shader.Set(this.powerRadius, value); })); kernelSizeProp = this.Shader.GetProperty <int>("kernelSize"); changer.AddOption(new SimpleIntOption("SSAO Kernel Size", 16, 1, 128, 1, SetKernelSize)); this.enabledProp = this.Shader.GetProperty <bool>("enabled"); changer.AddOption(new SimpleBoolOption("Use SSAO", true, (bool value) => { this.Shader.Set(enabledProp, value); })); }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Space)) { curr_attrivute = (Attribute)Random.Range(0, (int)Attribute.GRASS_SOLID); count++; string building_name = "building" + count; this.transform.rotation = mocha_obj.transform.rotation; this.transform.position = mocha_obj.transform.position; switch (curr_attrivute) { case Attribute.GRASS: PrefabGenerator.CreatePrefab("Prefab/Building/GrassBuildingPrefab", this.gameObject, building_name); break; case Attribute.SOLID: PrefabGenerator.CreatePrefab("Prefab/Building/SolidBuildingPrefab", this.gameObject, building_name); break; } } if (GameDirector.suicide_message == true) { count = 0; } }
void Start() { //this.mocha_parameter.m_State = MochaState.BREAK; this.MochaOldState = this.mocha_parameter.m_State; this.OldMoveDirection = 0; MyMochaSpriteRenderer = gameObject.GetComponent <SpriteRenderer>(); mocha_manager_object = GameObject.Find("MochasManager"); mocha_manager = mocha_manager_object.GetComponent <MochasManager>(); prefab_generator_object = GameObject.Find("PrefabGenerator"); prefab_generator = prefab_generator_object.GetComponent <PrefabGenerator>(); // 自分自身の情報で初期化 this.my_object = GameObject.Find(this.transform.name); my_animator = GetComponent <Animator>(); // このモチャをMochasManagerのMochaListの一番最後に追加する mocha_manager.AddMochaList(this.my_object); mocha_behavior_info.StateMaxTime = 30.0f; mocha_behavior_info.StateNowTime = 0.0f; }
public static void CreateHimo(GameObject obj_) { if (GameObject.Find("himo")) { return; } PrefabGenerator.CreateChild(obj_, "Prefab/UI/himoPrefab", "himo"); }
void Play() { this.transform.localPosition = new Vector3(5, 3, 10); count = 0; Calculater.speed += 999.0f; PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/Achoo/achooPrefab", "achoo"); }
// Start is called before the first frame update void Start() { // this.transform.localPosition = new Vector3(0,8,0); for (int i = 0; i < gameData.MAX_OBJECT; i++) { PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/objPrefab", "LandObject"); } }
protected override void OnCreate() { var resourceManager = ResourceManager.Instance; var capsuleEntity = this.Entity.Scene.CreateEntity(); capsuleEntity.Transform.Parent = this.Entity.Transform; capsuleEntity.Transform.Rotation = this.Rotation; capsuleEntity.Transform.Position = this.Position; capsuleRenderable = capsuleEntity.AddComponent <Renderable>(false); capsuleRenderable.UseDeferredShader(resourceManager.GetResource <Shader>("DeferredSimpleTexture")); capsuleRenderable.Mesh = PrefabGenerator.GenerateCapsule(this.Height, this.Radius); }
void Spown() { this.planet = GameObject.Find("en"); const int DEGREE = 18; Vector3 axis = new Vector3(0, 0, 1); Vector3 test = new Vector3(0, 0, 0); for (int i = 0; i < gameData.MAX_CLOUDS; i++) { string cloud_num = "cloud" + i; PrefabGenerator.CreateChild(this.gameObject, "Prefab/Cloud/kumoPrefab", new Vector3(Random.Range(-1.5f, 1.5f), Random.Range(12, 15), 0), DEGREE * i, cloud_num); } }
// Start is called before the first frame update void Start() { if (!singleton) { DontDestroyOnLoad(gameObject); singleton = this; } else { Destroy(gameObject); } if (DataBank.GetCurrScene() == Scene.TITLE) { //PrefabGenerator.CreateChild(gameObject, "Prefab/UI/title_logoPrefab", new Vector3(0,10,0), 0, "Title_Logo"); PrefabGenerator.CreateChild(gameObject, "Prefab/UI/sky_bgPrefab", new Vector3(0, 10, 0), 0, "sky_bg"); PrefabGenerator.CreateChild(gameObject, "Prefab/Event/TitleEnd/TitleEndPrefab", "TitleEnd"); } }
/// <summary> /// Adds a dummy item /// </summary> /// <param name="name">The internal name of the item. Can be omitted and it will be automatically generated</param> /// <param name="languageName">The name of the item</param> /// <param name="languageTooltip">The tooltip of the item</param> /// <param name="spriteItem">The <see cref="TechType"/> from which to get the <see cref="Atlas.Sprite"/></param> /// <param name="fabricatorNodePath">The path where the item should be added in the fabricator</param> /// <param name="ingredientItems">The ingredient item(s) of the recipe. Must be either <see cref="IngredientHelper"/> or a <see cref="List{IngredientHelper}"/> of <see cref="IngredientHelper"/></param> /// <param name="resultingItems">The resulting items of the recipe. Must be either <see cref="TechType"/> or a <see cref="List{T}"/> of <see cref="TechType"/></param> /// <param name="prefabPath">The path of the prefab. Can be omitted and the item will not have a prefab</param> /// <returns>A <see cref="Result"/></returns> private static Result AddDummy(string name, string languageName, string languageTooltip, TechType spriteItem, string fabricatorNodePath, List <IngredientHelper> ingredientItems, List <TechType> resultingItems, string prefabPath = null) { TechType techType = TechTypePatcher.AddTechType(name, languageName, languageTooltip); Atlas.Sprite sprite = SpriteManager.Get(spriteItem); CustomSprite customSprite = new CustomSprite(techType, sprite); CustomCraftNode customCraftNode = new CustomCraftNode(techType, CraftTree.Type.Fabricator, fabricatorNodePath); TechDataHelper techData = new TechDataHelper() { _craftAmount = 0, _ingredients = ingredientItems, _linkedItems = resultingItems, _techType = techType }; CustomSpriteHandler.customSprites.Add(customSprite); CraftDataPatcher.customTechData.Add(techType, techData); CraftTreePatcher.customNodes.Add(customCraftNode); Result result = new Result() { CustomCraftNode = customCraftNode, CustomSprite = customSprite, Sprite = sprite, TechDataHelper = techData, TechType = techType, }; if (prefabPath == null) { return(result); } PrefabGenerator prefab = new PrefabGenerator(prefabPath, name, techType); CustomPrefabHandler.customPrefabs.Add(new CustomPrefab(prefab.InternalName, prefab.NewPrefabPath, prefab.Item, prefab.GameObject)); return(result); }
private Transform SetupArrow(Vector3 angles, string name, Vector3 color) { var resourceManager = ResourceManager.Instance; var shader = resourceManager.GetResource <Shader>("ArrowsDeferred"); var mesh = resourceManager.GetResource <Mesh>("Arrow"); var entity = this.Entity.Scene.CreateEntity(true, name); var transform = entity.Transform; transform.Rotation = Quaternion.CreateFromEuler(angles); transform.Parent = this.Transform; transform.Scale = new Vector3(0.4f); var renderable = entity.AddComponent <Renderable>(false); renderable.UseDeferredShader(shader); renderable.DeferredShader.Material.Diffuse = (Vector3f)color; renderable.Mesh = mesh; // TMP var capsule = PrefabGenerator.GenerateCapsule(capsuleHeight, capsuleRadius); var capsuleEntity = this.Entity.Scene.CreateEntity(); capsuleEntity.Transform.Parent = transform; capsuleEntity.Transform.Position = new Vector3(0.0f, capsulePosition + capsuleHeight * 0.5f, 0.0f); var capsuleRenderable = capsuleEntity.AddComponent <Renderable>(); capsuleRenderable.Mesh = capsule; capsuleRenderable.UseDeferredShader(shader); capsuleRenderable.DeferredShader.Material.Diffuse = (Vector3f)color; return(transform); }
public static void StartTitleEnd(GameObject obj_) { PrefabGenerator.CreateChild(obj_, "Prefab/Event/TitleEndPrefab", "TitleEnd"); }
// Start is called before the first frame update void Start() { PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/TitleEnd/himo_dummyPrefab", "himo"); PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/TitleEnd/player_dummyPrefab", "player_dummy"); PrefabGenerator.CreateChild(this.gameObject, "Prefab/Event/TitleEnd/title_logoPrefab", "TitleLogo"); }
// Start is called before the first frame update void Start() { PrefabGenerator.CreatePrefab("Prefab/Player/playerPrefab", this.gameObject, "player"); }
// 現在は草と土の生成のみ void Spown() { int[] random_arc = new int[gameData.MAX_ARC + 1]; for (int i = 0; i < gameData.MAX_ARC + 1; i++) { random_arc[i] = Random.Range(0, (int)Attribute.GRASS_SOLID); random_arc[4] = random_arc[0]; } for (int i = 0; i < gameData.MAX_ARC; i++) { float rotation = 90.0f * i; string arc_name = "base_arc" + (i + 1); if (random_arc[i] == (int)Attribute.GRASS) { if (random_arc[i + 1] == (int)Attribute.GRASS) { PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/grass2Prefab", this.transform.position, rotation, arc_name); } else { PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/grassPrefab", this.transform.position, rotation, arc_name); } } else if (random_arc[i] == (int)Attribute.SOLID) { if (random_arc[i + 1] == (int)Attribute.SOLID) { PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/solid2Prefab", this.transform.position, rotation, arc_name); } else { PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/solidPrefab", this.transform.position, rotation, arc_name); } } else if (random_arc[i] == (int)Attribute.GRASS_SOLID) { PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/grass_solidPrefab", this.transform.position, rotation, arc_name); } else if (random_arc[i] == (int)Attribute.SOLID_GRASS) { PrefabGenerator.CreateChild(this.gameObject, "Prefab/land/solid_grassPrefab", this.transform.position, rotation, arc_name); } } arc_base[0] = GameObject.Find("base_arc1"); arc_base[1] = GameObject.Find("base_arc2"); arc_base[2] = GameObject.Find("base_arc3"); arc_base[3] = GameObject.Find("base_arc4"); arc_base[0].GetComponent <SpriteRenderer>().sortingOrder = 1; arc_base[1].GetComponent <SpriteRenderer>().sortingOrder = 2; arc_base[2].GetComponent <SpriteRenderer>().sortingOrder = 3; arc_base[3].GetComponent <SpriteRenderer>().sortingOrder = 4; //DataBank.bank_arc = arc_base; }
private static void PrepareScene(Scene scene) { var resourceManager = ResourceManager.Instance; // Camera var camera = scene.CreateEntity(true, "Camera"); var singleUpdateRunner = camera.AddComponent <SingleUpdateRunner>(); singleUpdateRunner.RunEvent += () => { Console.WriteLine(); Console.WriteLine("============================================"); Console.WriteLine("=== Controls ==="); Console.WriteLine(); Console.WriteLine("Movement:"); Console.WriteLine("\tW - Move Forward"); Console.WriteLine("\tS - Move Backward"); Console.WriteLine("\tA - Move Right"); Console.WriteLine("\tD - Move Left"); Console.WriteLine(); Console.WriteLine("\tSpace - Move Up"); Console.WriteLine("\tL Ctrl - Move Down"); Console.WriteLine("\tL Shift - Move Faster"); Console.WriteLine(); Console.WriteLine("\tRight Mouse - Move camera"); Console.WriteLine(); Console.WriteLine("Options:"); Console.WriteLine("\tKeypad 6 - Next option"); Console.WriteLine("\tKeypad 4 - Previous option"); Console.WriteLine("\tKeypad 5 - Show current option"); Console.WriteLine("\tKeypad 8 - Increase option"); Console.WriteLine("\tKeypad 2 - Decrease option"); Console.WriteLine(); Console.WriteLine("Misc:"); Console.WriteLine("\tLeft Mouse - Select items"); Console.WriteLine(); Console.WriteLine("============================================"); Console.WriteLine(); }; var cameraComponent = camera.AddComponent <Camera>(); scene.ActiveCamera = cameraComponent; cameraComponent.FieldOfView = 70.0f; camera.Transform.Position = new Vector3(2.2f, 3.7f, -2.7f); camera.Transform.Rotation = Quaternion.CreateLookAt(camera.Transform.Position, new Vector3(0.0f, 2.5f, 0.0f), Vector3.Up); var cameraMove = camera.AddComponent <CameraMoveClass>(); cameraMove.MoveSpeed = 3.0f; var optionChanger = camera.AddComponent <OptionChanger>(); var colliderPicker = camera.AddComponent <ColliderPicker>(); colliderPicker.Initialize(cameraComponent); Input.RegisterKeyEvent(Input.Key.T, (Input.Key key, Input.KeyAction action) => { Console.WriteLine(camera.Transform.Position); }); // Horse var horse = scene.CreateEntity(true, "Horse"); horse.Transform.Position = new Vector3(0); horse.Transform.Scale = new Vector3(0.8f); var horseRenderable = horse.AddComponent <Renderable>(); horseRenderable.UseDeferredShader(resourceManager.GetResource <Shader>("DeferredSimpleTexture")); horseRenderable.Mesh = resourceManager.GetResource <Mesh>("Horse"); horseRenderable.DeferredShader.Material.DiffuseTexture = resourceManager.GetResource <Texture>("Marble"); horseRenderable.DeferredShader.Material.Specular = new Vector3f(0.5f); var horseCollider = horse.AddComponent <CapsuleCollider>(); // Floor Renderable[] floorRenderables = new Renderable[5]; for (int i = 0; i < 5; ++i) { const float QuadSize = 7.0f; var floor = scene.CreateEntity(true, $"Floor{i}"); var floorRenderable = floor.AddComponent <Renderable>(); floorRenderable.Mesh = PrefabGenerator.GenerateQuad(QuadSize); floorRenderable.UseDeferredShader(resourceManager.GetResource <Shader>("DeferredSimpleTexture")); floorRenderable.DeferredShader.Material.DiffuseTexture = resourceManager.GetResource <Texture>("Marble"); floorRenderable.DeferredShader.Material.Specular = new Vector3f(1.0f); floorRenderables[i] = floorRenderable; // Square walls switch (i) { case 0: floor.Transform.Rotation = Quaternion.CreateRotationX(Utils.DegToRad(90.0f)); break; case 1: floor.Transform.Position = new Vector3(0.0f, 3.5f, 3.5f); break; case 2: floor.Transform.Rotation = Quaternion.CreateRotationY(Utils.DegToRad(90)); floor.Transform.Position = new Vector3(3.5f, 3.5f, 0.0f); break; case 3: floor.Transform.Rotation = Quaternion.CreateRotationY(Utils.DegToRad(-90)); floor.Transform.Position = new Vector3(-3.5f, 3.5f, 0.0f); break; case 4: floor.Transform.Rotation = Quaternion.CreateRotationY(Utils.DegToRad(180)); floor.Transform.Position = new Vector3(0.0f, 3.5f, -3.5f); break; } } // Lights var lightsDeferredShader = resourceManager.GetResource <Shader>("LightDeferred"); var lightsMesh = PrefabGenerator.GenerateCube(0.4f); // Light1 var light1 = scene.CreateEntity(true, "Light1"); var light1light = light1.AddComponent <Light>(); light1light.Type = LightType.Sun; light1light.Range = 15.0f; light1light.TextureSize = new Vector2i(4096); light1light.AmbientColor = new Vector3(0.1f); light1light.DiffuseColor = new Vector3(2.0f); light1light.SpecularColor = new Vector3(1.0f); light1.AddComponent <LightController>(); var light1renderable = light1.AddComponent <Renderable>(); light1renderable.UseDeferredShader(lightsDeferredShader); light1renderable.DeferredShader.Material.Diffuse = 15.0f * new Vector3f(1.0f); light1renderable.Mesh = lightsMesh; light1renderable.CastShadows = false; var light1script = light1.AddComponent <LightRotateScript>(); light1script.RotationPoint = new Vector3(0.0f, 4.0f, 0.0f); light1script.RotationAxis = new Vector3(0.0f, 1.0f, 0.0f); light1script.RotationSpeed = 0.6f; light1script.Radius = 4.0f; light1script.InitialRotation = -2.0f; light1script.Update(); //Light2 var light2 = scene.CreateEntity(true, "Light2"); var light2light = light2.AddComponent <Light>(); light2light.Type = LightType.Point; light2light.TextureSize = new Vector2i(2048); light2light.AmbientColor = new Vector3(0.1f); light2light.DiffuseColor = new Vector3(0.4f); var light2renderable = light2.AddComponent <Renderable>(); light2renderable.UseDeferredShader(lightsDeferredShader); light2renderable.DeferredShader.Material.Diffuse = 15.0f * new Vector3f(1.0f); light2renderable.Mesh = lightsMesh; light2renderable.CastShadows = false; var light2script = light2.AddComponent <LightRotateScript>(); light2script.RotationPoint = new Vector3(0.0f, 3.0f, 0.0f); light2script.RotationAxis = new Vector3(0.0f, 1.0f, 0.0f); light2script.RotationSpeed = 0.3f; light2script.Radius = 3.0f; light2script.InitialRotation = -4.0f; light2script.Update(); optionChanger.AddOption(new SimpleFloatOption("Horse specular", 2f, 0.0f, 100.0f, 0.05f, (float value) => { horseRenderable.DeferredShader.Material.Specular = new Vector3f(value); })); optionChanger.AddOption(new SimpleFloatOption("Floor specular", 1.0f, 0.0f, 100.0f, 0.05f, (float value) => { foreach (var renderable in floorRenderables) { renderable.DeferredShader.Material.Specular = new Vector3f(value); } })); optionChanger.AddOption(new SimpleFloatOption("Light1 light diffuse", light1light.DiffuseColor.X, 0.0f, 100.0f, 0.1f, (float value) => { light1light.DiffuseColor = new Vector3(value); })); optionChanger.AddOption(new SimpleFloatOption("Light2 light diffuse", light2light.DiffuseColor.X, 0.0f, 100.0f, 0.1f, (float value) => { light2light.DiffuseColor = new Vector3(value); })); optionChanger.AddOption(new SimpleFloatOption("Light1 cube diffuse", light1renderable.DeferredShader.Material.Diffuse.X, 0.0f, 100.0f, 0.1f, (float value) => { light1renderable.DeferredShader.Material.Diffuse = new Vector3f(value); })); optionChanger.AddOption(new SimpleFloatOption("Light2 cube diffuse", light2renderable.DeferredShader.Material.Diffuse.X, 0.0f, 100.0f, 0.1f, (float value) => { light2renderable.DeferredShader.Material.Diffuse = new Vector3f(value); })); optionChanger.AddOption(new SimpleBoolOption("Lights movement", true, (bool value) => { light1script.Enabled = value; light2script.Enabled = value; })); optionChanger.AddOption(new SimpleBoolOption("Light1 Enable", true, (bool value) => { light1.Enabled = value; })); optionChanger.AddOption(new SimpleBoolOption("Light2 Enable", true, (bool value) => { light2.Enabled = value; })); optionChanger.AddOption(new SimpleBoolOption("Light1 Cast shadows", true, (bool value) => { light1light.CastShadows = value; })); optionChanger.AddOption(new SimpleBoolOption("Light2 Cast shadows", true, (bool value) => { light2light.CastShadows = value; })); optionChanger.AddOption(new SimpleBoolOption("Profiler print info", false, (bool value) => { Profiler.PrintInfo = value; })); var arrows = scene.CreateEntity(true, "Arrows"); arrows.AddComponent <ArrowsController>(); arrows.Transform.Position = new Vector3(1.6f, 0.4f, -2.0f); }
// Update is called once per frame void Update() { // ボタンが押されてから以降 if (StateFlow.MachineState >= StateFlow.STATE.PUSH_BUY_BUTTON) { // 購入するボタン削除(非表示) if (cloneBuyButton) { Destroy(cloneBuyButton); } // 案内テキスト表示 for (int i = 0; i < guideText.Length; i++) { guideText[i].enabled = true; } } // 金銭が投入されてから以降 if (StateFlow.MachineState >= StateFlow.STATE.THROW_CASH) { // 不足金額テキスト表示 for (int i = 0; i < deficitText.Length; i++) { deficitText[i].enabled = true; } } // 購入が完了してから以降 if (StateFlow.MachineState >= StateFlow.STATE.GET_TICKET) { // 投入した金額テキスト表示 for (int i = 0; i < throwText.Length; i++) { throwText[i].enabled = true; } // お釣りテキスト表示 for (int i = 0; i < returnText.Length; i++) { returnText[i].enabled = true; } // 残りのお金テキスト表示 for (int i = 0; i < remainText.Length; i++) { remainText[i].enabled = true; } // 結果画面を表示 if (!resultMoneyCs.IsShowed) { resultMoneyCs.ShowResultMoney(); resultMoneyCs.IsShowed = true; } // 再使用ボタン生成(表示) if (cloneReuseButton == null) { cloneReuseButton = PrefabGenerator.CreatePrefab("ReuseButton", "Buttons/ReuseButton", reuseButtonParentObj, new Vector3(120.0f, 205.0f, 0.0f), Quaternion.identity, new Vector3(1.0f, 1.0f, 1.0f)); } // 終了ボタン生成(表示) if (cloneEndButton == null) { cloneEndButton = PrefabGenerator.CreatePrefab("EndButton", "Buttons/EndButton", endButtonParentObj, new Vector3(260.0f, 205.0f, 0.0f), Quaternion.identity, new Vector3(1.0f, 1.0f, 1.0f)); } } // 券売機がデフォルト(初期)状態だったら if (StateFlow.MachineState == StateFlow.STATE.DEFAULT) { // 購入するボタン生成(表示) if (cloneBuyButton == null) { cloneBuyButton = PrefabGenerator.CreatePrefab("BuyButton", "Buttons/BuyButton", buyButtonParentObj, new Vector3(0.0f, 0.0f, 0.0f), Quaternion.identity, new Vector3(1.0f, 1.0f, 1.0f)); } // 案内テキスト非表示 for (int i = 0; i < guideText.Length; i++) { guideText[i].enabled = false; } // 不足金額テキスト非表示 for (int i = 0; i < deficitText.Length; i++) { deficitText[i].enabled = false; } // 投入した金額テキスト非表示 for (int i = 0; i < throwText.Length; i++) { throwText[i].enabled = false; } // お釣りテキスト非表示 for (int i = 0; i < returnText.Length; i++) { returnText[i].enabled = false; } // 残りのお金テキスト非表示 for (int i = 0; i < remainText.Length; i++) { remainText[i].enabled = false; } // 再使用ボタン削除(非表示) if (cloneReuseButton) { Destroy(cloneReuseButton); } // 終了ボタン削除(非表示) if (cloneEndButton) { Destroy(cloneEndButton); } // 結果画面表示フラグをfalseに resultMoneyCs.IsShowed = false; } }
public static void StartAchooEvent(GameObject obj_) { PrefabGenerator.CreateChild(obj_, "Prefab/Event/Achoo/AchooEventPrefab", "Achoo!"); curr_global_event = GlobalEvent.ACHOO; can_achoo_event = false; }