IEnumerator _ShowMenu() { Debug.Log("타이틀 코루틴 시작"); SysSaveSC._Loading = true; SysSaveSC._SysLoad(); while (SysSaveSC._Loading == true) { yield return(null); } _Menu.SetActive(true); Debug.Log("시스템 세이브 불러오기 종료"); AsyncOperation op = null; if (SysSaveSC._LastFile == 0) { op = SceneManager.LoadSceneAsync("OpeningStage"); } else if (SysSaveSC._LastFile != 0) { op = SceneManager.LoadSceneAsync("123"); } op.allowSceneActivation = false; while (op.progress < 0.9f) { yield return(null); } op.allowSceneActivation = true; yield return(new WaitForSeconds(1.0f)); _BlackStart._FadeOut(); }
IEnumerator _VesselGet() { Time.timeScale = 0f; GameObject _FadeObj = StageManagerSC._CanvasInst.GetComponent <PauseSC>()._FadeObj; UIFaderSC _UIFader = _FadeObj.GetComponent <UIFaderSC>(); _UIFader._FadeSpeed = 1; _UIFader._TargetAlpha = 0.5f; _FadeObj.SetActive(true); while (_FadeObj.GetComponent <CanvasGroup>().alpha < 0.5f) { yield return(null); } GameObject _GetVesselAniInst = Instantiate(_GetVesselAni); _GetVesselAniInst.transform.SetParent(_FadeObj.transform.parent); _GetVesselAniInst.transform.position = _FadeObj.transform.position; _GetVesselAniInst.transform.localScale = new Vector3(1, 1, 1); Animator _GetAni = _GetVesselAniInst.GetComponent <Animator>(); if (StageManagerSC._LSC._HaveVessel == false) { StageManagerSC._LSC._HaveVessel = true; _GetAni.SetTrigger("_Half"); yield return(new WaitForSecondsRealtime(3f)); } else { StageManagerSC._LSC._HaveVessel = false; _GetAni.SetTrigger("_Whole"); LumiaHitboxSC _HBSC = StageManagerSC._LSC._Hitbox.GetComponent <LumiaHitboxSC>(); _HBSC._HP_Max += 1; yield return(new WaitForSecondsRealtime(3f)); StageManagerSC._CanvasInst.GetComponent <PauseSC>()._UpdateMaxHp(); _HBSC._HP_Current = _HBSC._HP_Max; StageManagerSC._CanvasInst.GetComponent <PauseSC>()._UpdateCurrentHp(); } if (GetComponent <MapSaverSC>() != null) { GetComponent <MapSaverSC>()._SaveStatus(); } _UIFader._TargetAlpha = 1f; _UIFader._FadeOut(); Transform _Child = transform.GetChild(0); _Child.GetComponent <SpriteRenderer>().enabled = false; _Child.GetComponent <ParticleSystem>().Stop(); _Child.GetChild(0).gameObject.SetActive(false); Time.timeScale = 1f; }