private void Awake() { this.scriptTitleDirector = this.objectTitleDirector.GetComponent <TitleDirector>(); this.objectBGMManager = GameObject.FindWithTag("BGMManager"); this.scriptBGMManager = this.objectBGMManager.GetComponent <BGMManager>(); this.objectSEManager = GameObject.FindWithTag("SEManager"); this.scriptSEManager = this.objectSEManager.GetComponent <SEManager>(); }
public void OnStartGame() { TitleDirector.Get().StartGame(); }
public void OnSelectStage() { TitleDirector.Get().SelectStage(); }
// Start is called before the first frame update void Start() { //DontDestroyになっているTileDirectorという名前のゲームオブジェクトの取得 GameObject tdGameObject = GameObject.Find("TitleDirector"); //tdGameObjectのTitleDirectorコンポーネント取得 TitleDirector titleDirector = tdGameObject.GetComponent <TitleDirector>(); //TItleDirectorからisOnePlayer,difficulty,playerOrderを取得 this.isOnePlayer = titleDirector.isOnePlayer; int difficulty = titleDirector.difficulty; int playerOrder = titleDirector.playerOrder; //DontDestroyのため手動で破棄 Destroy(tdGameObject); //playerOrderからplayerPieceを設定 this.playerPiece = (playerOrder == 0 ? 1 : -1); //ボードの初期化 this.board = new int[GRID_NUM, GRID_NUM]; //表示用オブジェクトの初期化 this.pieceSR = new SpriteRenderer[GRID_NUM, GRID_NUM]; //コマの位置を調整する //中心が(2,2)となるようにするためのoffSet int offSet = -GRID_NUM / 2; //distance:コマ間の距離 float pieceDis = 1.5f; for (int x = 0; x < GRID_NUM; x++) { for (int y = 0; y < GRID_NUM; y++) { GameObject piece = Instantiate(piecePrefab) as GameObject; piece.transform.position = new Vector3(x + offSet, y + offSet, 0) * pieceDis; pieceSR[x, y] = piece.GetComponent <SpriteRenderer>(); } } //白先攻 this.nextPiece = 1; this.canvas = GameObject.Find("Canvas"); //矢印ボタン配列の生成 this.arrowButtons = new GameObject[4, GRID_NUM]; //矢印ボタンのゲームオブジェクトの生成し配列に保持 for (int dir = 0; dir < 4; dir++) { for (int pos = 0; pos < GRID_NUM; pos++) { GameObject arrowButton = Instantiate(arrowButtonPrefab) as GameObject; //canvasの子とすることでbuttonとして機能するようにする arrowButton.transform.SetParent(this.canvas.transform); //canvas内での描画順を最初にする arrowButton.transform.SetAsFirstSibling(); //ArrowButtonControlerにおけるinsertDirとinsertPosを対応させる。 ArrowButtonController abc = arrowButton.GetComponent <ArrowButtonController>(); abc.insertDir = dir; abc.insertPos = pos; this.arrowButtons[dir, pos] = arrowButton; } } //矢印ボタンの位置と向きの調整 this.AdjustArrowButtons(); //次のコマを表すImageの初期化 this.nextPieceImage = GameObject.Find("NextPieceImage").GetComponent <Image>(); //先攻は白 this.nextPieceImage.color = Color.white; //pausePanelを初期化し、Inactiveにしておく this.pausePanel = GameObject.Find("PausePanel"); this.pausePanel.SetActive(false); //最初はポーズ中ではない this.isPause = false; //最初は決着はついていない this.isGameEnd = false; //resultPanelとresultTextを初期化し、Inactiveにしておく this.resultPanel = GameObject.Find("ResultPanel"); this.resultText = GameObject.Find("ResultText").GetComponent <Text>(); this.resultPanel.SetActive(false); //一人用のとき、difficultyとplayerPieceを用いて対戦相手を生成 if (isOnePlayer) { //対戦相手のコマは-this.playerPieceで表される this.opponent = new Opponent(difficulty, -this.playerPiece); } //対戦相手の思考時間の初期化 this.thinkTime = 0; //thinkPanelの初期化 this.thinkPanel = GameObject.Find("ThinkPanel"); this.thinkPanel.SetActive(false); }