void Start() { //開始開關(預先開啟GO) //StartGameBtn_Go.SetActive(false); AllRunkEvent(); StartGameBtn_Goback.SetActive(false); }
public void StartGameEvent() { print("開始遊戲"); ParentCanvasObj.SetActive(false); PlayerCanvasObj.SetActive(false); ChaserCanvasObj.SetActive(false); StartGameBtn_Go.SetActive(false); StartGameBtn_Goback.SetActive(false); switch (GlobalValue.Map) { case 0: ParentObjList[0].GetComponent <SplineFollower>().followSpeed = 5; PlayerObjList[0].GetComponent <SplineFollower>().followSpeed = 5; ChaserObjList[0].GetComponent <SplineFollower>().followSpeed = 5; print("白天森林關卡"); break; case 1: ParentObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); PlayerObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); ChaserObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); ParentObjList[0].GetComponent <SplineFollower>().followSpeed = 6; PlayerObjList[0].GetComponent <SplineFollower>().followSpeed = 6; ChaserObjList[0].GetComponent <SplineFollower>().followSpeed = 6; print("火山關卡"); break; case 2: ParentObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); PlayerObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); ChaserObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); ParentObjList[0].GetComponent <SplineFollower>().followSpeed = 6; PlayerObjList[0].GetComponent <SplineFollower>().followSpeed = 6; ChaserObjList[0].GetComponent <SplineFollower>().followSpeed = 6; print("冰原關卡"); break; case 3: ParentObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); PlayerObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); ChaserObjList[0].GetComponent <SplineFollower>().spline = GameObject.Find("Spline2").GetComponent <SplineComputer>(); ParentObjList[0].GetComponent <SplineFollower>().followSpeed = 6; PlayerObjList[0].GetComponent <SplineFollower>().followSpeed = 6; ChaserObjList[0].GetComponent <SplineFollower>().followSpeed = 6; print("沙漠關卡"); break; case 4: ParentObjList[0].GetComponent <SplineFollower>().followSpeed = 5; PlayerObjList[0].GetComponent <SplineFollower>().followSpeed = 5; ChaserObjList[0].GetComponent <SplineFollower>().followSpeed = 5; print("晚上森林關卡"); break; } StartCoroutine(SetStartToMap()); }
public void ChangeMapButtonEvent(int Map) { VolcanicBtn.GetComponent <Button>().enabled = false; IceFieldBtn.GetComponent <Button>().enabled = false; DesertBtn.GetComponent <Button>().enabled = false; NightBtn.GetComponent <Button>().enabled = false; switch (Map) { case 0: GlobalValue.Map = Map; StartCoroutine(SetTimeFalseActive()); StartGameBtn_Go.SetActive(true); StartGameBtn_Goback.SetActive(false); print("更換了白天森林"); break; case 1: GlobalValue.Map = Map; StartCoroutine(SetTimeFalseActive()); StartGameBtn_Go.SetActive(false); StartGameBtn_Goback.SetActive(true); print("更換了火山"); break; case 2: GlobalValue.Map = Map; StartCoroutine(SetTimeFalseActive()); StartGameBtn_Go.SetActive(false); StartGameBtn_Goback.SetActive(true); print("更換了冰原"); break; case 3: GlobalValue.Map = Map; StartCoroutine(SetTimeFalseActive()); StartGameBtn_Go.SetActive(false); StartGameBtn_Goback.SetActive(true); print("更換了沙漠"); break; case 4: GlobalValue.Map = Map; StartCoroutine(SetTimeFalseActive()); StartGameBtn_Go.SetActive(true); StartGameBtn_Goback.SetActive(false); print("更換了晚上森林"); break; } }
public IEnumerator SetStartToMap() { StartGameBtn_Go.SetActive(false); StartGameBtn_Goback.SetActive(false); yield return(new WaitForSeconds(3f));//給小雞們跑出畫面的時間 switch (GlobalValue.Map) { case 0: SceneManager.LoadScene("Forest_Scene"); //print("白天森林關卡"); break; case 1: yield return(new WaitForSeconds(3f)); //給小雞們跑出畫面的時間 SceneManager.LoadScene("LavaMaze_Scene"); //print("火山關卡"); break; case 2: yield return(new WaitForSeconds(3f)); //給小雞們跑出畫面的時間 SceneManager.LoadScene("FrostwindMaze"); //print("冰原關卡"); break; case 3: yield return(new WaitForSeconds(3f)); //給小雞們跑出畫面的時間 SceneManager.LoadScene("DesertMaze_Scene"); //print("沙漠關卡"); break; case 4: SceneManager.LoadScene("ForestNight_Scene"); //print("晚上森林關卡"); break; } }