// Use this for initialization void Start() { float highscore = ResultScene.ToScore(); Title.SetActive(true); PtoS.SetActive(true); HighScore.SetActive(true); HighScore.GetComponent <Text>().text = "さいそく:" + highscore.ToString("f1") + " びょう"; GameOver.SetActive(false); HP_1.SetActive(false); HP_2.SetActive(false); HP_3.SetActive(false); HP_4.SetActive(false); Life.SetActive(false); loadScene = SceneManager.GetActiveScene(); }
private void Awake() { calculationDone = false; cassette.transform.position = new Vector3(0, 20, 0); points = GameManager.Instance.points; threshold = Mathf.Min(points[0], points[1]) * 9 / 10; for (int i = 0; i < points[0]; i++) { lPoints.Add(Instantiate(cassette)); } for (int i = 0; i < points[1]; i++) { rPoints.Add(Instantiate(cassette)); } this.StartCoroutine(CalculateLPoints()); this.StartCoroutine(CalculateRPoints()); rs = this.GetComponent <ResultScene>(); }
void UpdateResult() { GameObject obj = GameObject.Find("ResultScene"); if (obj == null) { //연출용 오브젝트가 없으면 생성합니다(이 시퀀스의 초기 동작입니다). obj = Instantiate(m_resultScenePrefab) as GameObject; obj.name = "ResultScene"; //득점 판정 전에 이전 득점을 기억해 둡니다. int[] prevScores = { m_score[0], m_score[1] }; // 이긴 쪽에 포인트가 들어갑니다. if (m_actionWinner == Winner.ServerPlayer) { ++m_score[0]; } else if (m_actionWinner == Winner.ClientPlayer) { ++m_score[1]; } //자신의 승패를 구합니다. ResultScene.Result ownResult = ResultScene.Result.Lose; if (m_actionWinner == Winner.Draw) { ownResult = ResultScene.Result.Draw; } else if (m_playerId == 0 && m_actionWinner == Winner.ServerPlayer) { ownResult = ResultScene.Result.Win; } else if (m_playerId == 1 && m_actionWinner == Winner.ClientPlayer) { ownResult = ResultScene.Result.Win; } //연출 시작. obj.GetComponent <ResultScene>().Setup(prevScores, m_score, ownResult); return; } //연출 대기. ResultScene resultScene = obj.GetComponent <ResultScene>(); if (resultScene.IsEnd()) { Debug.Log("result end"); if (m_score[0] == PLAY_MAX || m_score[1] == PLAY_MAX) { // 모든 대전이 끝난 경우는 게임 종료입니다. GameObject.Find("BGM").SendMessage("FadeOut"); //BGM. m_gameState = GameState.EndGame; } else { // 다음 대전으로 진행합니다. Reset(); m_gameState = GameState.Ready; } //뒷처리. Destroy(obj); } }
public override void Initialize(SceneController scene) { m_scene = (ResultScene)scene; }