Exemple #1
0
    /// <summary>
    /// 스테이지 클리어 했을때의 행동을 함
    /// </summary>
    public void StageClear()
    {
        int currentWorld = HandOverData.WorldIndex;

        BackGround.instance.LightOn();
        if (HandOverData.WorldIndex == -1)
        {
            //mapedit
            StartCoroutine(ChangeScene(SceneName.mapEdit, 0, exitWaitTime));
        }
        else if (HandOverData.StageIndex == StageList.GetWorldSize(HandOverData.WorldIndex) - 1)
        {
            StageList.UnLock(HandOverData.WorldIndex + 1, 0);
            HandOverData.WorldIndex++;
            Exit(MainManager.View.StageSelect);
        }
        else
        {
            HandOverData.StageIndex++;
            StageList.UnLock(HandOverData.WorldIndex, HandOverData.StageIndex);
            HandOverData.StageName = StageList.GetStageName(HandOverData.WorldIndex, HandOverData.StageIndex);
            Debug.Log("world" + HandOverData.WorldIndex + "stage" + HandOverData.StageIndex);
            StartCoroutine(ChangeScene(SceneName.inGameScene, 3.5f, exitWaitTime));
        }
    }
Exemple #2
0
 /// <summary>
 /// 인게임 스테이지로 이동
 /// </summary>
 /// <param name="stageNum"></param>
 public void GoToStage(int worldIndex, int stageIndex)
 {
     if (isSceneChanging == false)
     {
         HandOverData.StageName     = StageList.GetStageName(worldIndex, stageIndex);
         HandOverData.StageIndex    = stageIndex;
         HandOverData.WorldIndex    = worldIndex;
         HandOverData.ShowStageInfo = true;
         if (worldIndex > PlayerPrefs.GetInt(PrefsKey.lastWorld))
         {
             PlayerPrefs.SetInt(PrefsKey.lastWorld, worldIndex);
         }
         UnityEngine.SceneManagement.SceneManager.LoadScene(SceneName.inGameScene);
     }
 }