void Start() { g_fade_Script = GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>(); g_button_array_Script = GameObject.Find("ButtonParent").GetComponent <ButtonArray>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); g_button = GetComponent <Image>(); }
void Start() { //画像コンポーネントを格納 g_option[0].GetComponent <Image>().sprite = g_enableImage[0]; g_pushStart_Script = GameObject.Find("StartChackObj").GetComponent <PushStartScri>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); }
void Start() { g_json_Script = GameObject.Find("Game_Controller").GetComponent <Input_Data>(); g_game_Con_Script = GameObject.Find("Game_Controller").GetComponent <Game_Controller>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); g_particle_Script = GameObject.Find("Particle_Source").GetComponent <Particle_Source>(); //縦横高さの最大値をjsonで決めた数へ変更する (g_max_Ver, g_max_Side, g_max_High) = g_json_Script.Get_Array_Max(); }
void Start() { //ボタンを生むのに必要な情報を取得 g_json_script = GameObject.Find("Stageinformation").GetComponent <JsonArray>(); g_stageInformationScript = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); g_spwern_script = GetComponent <SpwernButton>(); g_stage_image_Script = GameObject.Find("Stage_Image").GetComponent <Stage_Image>(); g_move_counter_Script = GameObject.Find("Stage_Move_Counter").GetComponent <Select_Move_Counter>(); //ボタンの幅を取得 g_move_g_var = g_spwern_script.g_button_y_pos; Debug.Log(g_move_g_var); //横の数を取得 g_side_stage_count = g_json_script.g_stage_side; //縦の数を取得 g_page_var_count = g_spwern_script.g_var_size; //縦の最大数を取得 g_max_var_count = g_json_script.g_stage_max_var; //生成するステージの数を取得 g_max_stageelement = g_json_script.g_stage_array_num; //1ページのステージの数を計算 g_stage_page_count = g_side_stage_count * g_page_var_count; //全部のページが埋まってた場合 if (g_max_stageelement % g_stage_page_count == 0) { //ページ数を計算 g_page_count = g_max_stageelement / g_stage_page_count; g_var_remainder = g_page_var_count; } else { g_page_count = (g_max_stageelement / g_stage_page_count) + 1; Debug.Log(g_page_count); //最後のページのステージの個数 g_stage_remainder = g_max_stageelement % g_stage_page_count; Debug.Log(g_stage_remainder); g_stage_remainder = g_stage_remainder / g_side_stage_count; Debug.Log(g_side_stage_count); if (g_stage_remainder == 0) { g_var_remainder = g_stage_remainder + 1; Debug.Log(g_var_remainder); } else { g_var_remainder = g_stage_remainder + 1; Debug.Log(g_var_remainder); } } }
void Start() { g_player_con_Script = GameObject.Find("Player_Controller").GetComponent <Playercontroller>(); g_parent_rotate_Script = GameObject.Find("Dice_Controller").GetComponent <Parent_All_Rotation>(); g_trouble_script = GameObject.Find("TroubleObj").GetComponent <TroubleScr>(); g_dice_Script = this.GetComponent <Dice_Squares>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); //操作オブジェクト取得 g_dice_Obj = this.gameObject; //サイズを求める g_dice_Size = g_dice_Obj.transform.localScale.x / g_size_change; //回転速度の初期化 g_rotation_Speed = g_start_rotation_Speed; }
void Start() { g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); g_optionamim = g_option_panel.GetComponent <Animator>(); g_optionamim.SetBool("StartPushFlag", false); }
void Start() { g_fade_Script = GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>(); g_gameover_UI[g_select_pointer].GetComponent <Text>().color = g_select_color; g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); }
void Start() { g_game_Con_Script = GameObject.Find("Game_Controller").GetComponent <Game_Controller>(); g_player_con_Script = GameObject.Find("Player_Controller").GetComponent <Playercontroller>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); }
void Start() { g_info_Script = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_fade_Script = GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); }