void Start() { this.unito_motion = this.transform.GetComponentInChildren<Animation>(); //motion. this.sound_control = GameObject.Find("SoundRoot").GetComponent<SoundControl>(); this.effect_control = GameObject.Find("GameRoot").gameObject.GetComponent<VanishEffectControl>(); this.count_repair_eff = REPAIR_EFF_TIMING; this.count_repair_se = REPAIR_SE_TIMING; next_step = STEP.IDLE; // --------------------------------------------. // たまーに頭の上に花が咲く!. int rnd = Random.Range(0, 9); if(rnd > 5){ GameObject go = GameObject.Instantiate(this.hana_prefab) as GameObject; go.transform.parent = unitoAtama; go.transform.position = unitoAtama.position; go.transform.localScale = Vector3.one; } // --------------------------------------------. // 2014.06.16. // そろそろ完成版の実装も終わりに近づいてきた. // 原稿の修正も終わり,カバーも決まり. // 発売日が近づいてくる中,ちょっとどきどきしながら時を過ごしています. // この本を買ってもらえた事は本当に嬉しく,何か1つでも得るものがあると幸いです. // --------------------------------------------. }
void Start() { this.unito_motion = this.transform.GetComponentInChildren <Animation>(); //motion. this.sound_control = GameObject.Find("SoundRoot").GetComponent <SoundControl>(); this.effect_control = GameObject.Find("GameRoot").gameObject.GetComponent <VanishEffectControl>(); this.count_repair_eff = REPAIR_EFF_TIMING; this.count_repair_se = REPAIR_SE_TIMING; next_step = STEP.IDLE; // --------------------------------------------. // 가끔 머리에 꽃을!. int rnd = Random.Range(0, 9); if (rnd > 5) { GameObject go = GameObject.Instantiate(this.hana_prefab) as GameObject; go.transform.parent = unitoAtama; go.transform.position = unitoAtama.position; go.transform.localScale = Vector3.one; } // --------------------------------------------. // 2014.06.16. // 서서히 완성판 구현도 막바지에 이르렀다. // 원고 수정도 끝나고 표지도 정해졌다. // 발매일이 가까워지면서 조금은 두근두근 거리는 시간을 보내는 중. // 이 책을 사주셔서 정말 기쁘고 뭔가 하나라도 얻는 게 있으면 좋겠다. // --------------------------------------------. }
void Start() { this.unito_motion = this.transform.GetComponentInChildren<Animation>(); //motion. this.sound_control = GameObject.Find("SoundRoot").GetComponent<SoundControl>(); this.effect_control = GameObject.Find("GameRoot").gameObject.GetComponent<VanishEffectControl>(); this.count_repair_eff = REPAIR_EFF_TIMING; this.count_repair_se = REPAIR_SE_TIMING; next_step = STEP.IDLE; // --------------------------------------------. // 가끔 머리에 꽃을!. int rnd = Random.Range(0, 9); if(rnd > 5){ GameObject go = GameObject.Instantiate(this.hana_prefab) as GameObject; go.transform.parent = unitoAtama; go.transform.position = unitoAtama.position; go.transform.localScale = Vector3.one; } // --------------------------------------------. // 2014.06.16. // 서서히 완성판 구현도 막바지에 이르렀다. // 원고 수정도 끝나고 표지도 정해졌다. // 발매일이 가까워지면서 조금은 두근두근 거리는 시간을 보내는 중. // 이 책을 사주셔서 정말 기쁘고 뭔가 하나라도 얻는 게 있으면 좋겠다. // --------------------------------------------. }
// ================================================================ // // MonoBehaviour에서 상속. void Awake() { this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.score_counter = this.gameObject.GetComponent <ScoreCounter>(); this.arrow = GameObject.Instantiate(this.arrowPrefab) as GameObject; this.hideArrow(); this.sound_control = GameObject.Find("SoundRoot").GetComponent <SoundControl>(); this.effect_control = this.gameObject.GetComponent <VanishEffectControl>(); this.leave_block_root = this.gameObject.GetComponent <LeaveBlockRoot>(); }
private GameObject carried_item_prev = null; //! 운반 중인 아이템. void Start() { this.step = STEP.NONE; this.next_step = STEP.MOVE; this.item_root = GameObject.Find("GameRoot").GetComponent <ItemRoot>(); this.event_root = GameObject.Find("GameRoot").GetComponent <EventRoot>(); this.rocket_model = GameObject.Find("rocket").transform.FindChild("rocket_model").gameObject; this.game_status = GameObject.Find("GameRoot").GetComponent <GameStatus>(); // status this.animation = this.transform.GetComponentInChildren <Animation>(); //motion this.sound_control = GameObject.Find("SoundRoot").GetComponent <SoundControl>(); // sound. this.effect_control = GameObject.Find("GameRoot").GetComponent <VanishEffectControl>(); }
void Start() { // Block.materials = this.block_materials; this.stack_control = new StackBlockControl(); this.stack_control.StackBlockPrefab = this.StackBlockPrefab; this.stack_control.scene_control = this; this.stack_control.create(); this.vanish_fx_control = GameObject.FindGameObjectWithTag("VanishEffectControl").GetComponent <VanishEffectControl>(); // this.player_control = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>(); this.player_control.scene_control = this; this.bg_control = GameObject.FindGameObjectWithTag("BG").GetComponent <BGControl>(); this.goal_scene = new GoalSceneControl(); this.goal_scene.scene_control = this; this.goal_scene.create(); // this.audios = this.GetComponents <AudioSource>(); // this.slider_value = Mathf.InverseLerp(RotateAction.ROTATE_TIME_SWAP_MIN, RotateAction.ROTATE_TIME_SWAP_MAX, RotateAction.rotate_time_swap); this.height_level = 0; this.bg_control.setHeightRateDirect((float)this.height_level / (float)MAX_HEIGHT_LEVEL); }
void Start() { this.step = STEP.NONE; this.next_step = STEP.MOVE; this.item_root = GameObject.Find("GameRoot").GetComponent<ItemRoot>(); this.event_root = GameObject.Find("GameRoot").GetComponent<EventRoot>(); this.rocket_model = GameObject.Find("rocket").transform.FindChild("rocket_model").gameObject; this.game_status = GameObject.Find("GameRoot").GetComponent<GameStatus>(); // status this.animation = this.transform.GetComponentInChildren<Animation>(); //motion this.sound_control = GameObject.Find("SoundRoot").GetComponent<SoundControl>(); // sound. this.effect_control = GameObject.Find("GameRoot").GetComponent<VanishEffectControl>(); }
// ================================================================ // // MonoBehaviour에서 상속. void Awake() { this.main_camera = GameObject.FindGameObjectWithTag("MainCamera"); this.score_counter = this.gameObject.GetComponent<ScoreCounter>(); this.arrow = GameObject.Instantiate(this.arrowPrefab) as GameObject; this.hideArrow(); this.sound_control = GameObject.Find("SoundRoot").GetComponent<SoundControl>(); this.effect_control = this.gameObject.GetComponent<VanishEffectControl>(); this.leave_block_root = this.gameObject.GetComponent<LeaveBlockRoot>(); }