void Start() { VariousCount = GameObject.Find("CountManager"); variousCount = VariousCount.GetComponent <VariousCount>(); ProgressManager = GameObject.Find("ProgressManager"); gameProgress = ProgressManager.GetComponent <GameProgress>(); }
void Start() { DungeonInfo = GameObject.Find("MapGenerator"); dungeon = DungeonInfo.GetComponent <MapGenerate>(); firstSet = true; pathCount = 0; energyCountAll = 0; CountManager = GameObject.Find("CountManager"); variousCount = CountManager.GetComponent <VariousCount>(); MainCamera = GameObject.Find("MainCamera"); playerController = MainCamera.GetComponent <PlayerController>(); }
void Start() { fadeFlag = 0; Player = GameObject.Find("MainCamera"); playerCamera = Player.GetComponent <Camera>(); playerController = Player.GetComponent <PlayerController>(); Encount = GameObject.Find("EncountPlaceGenerator"); encountSign = Encount.GetComponent <VariousGenerate>(); objectOnOff = Encount.GetComponent <ObjectOnOffController>(); MapGenerator = GameObject.Find("MapGenerator"); gate = MapGenerator.GetComponent <VariousGenerate>(); RadarCamera = GameObject.Find("RadarCamera"); radarCam = RadarCamera.GetComponent <Camera>(); BattleCamera = GameObject.Find("BattleCamera"); battleCam = BattleCamera.GetComponent <Camera>(); EnemyNameCamera = GameObject.Find("EnemyNameCamera"); enemyNameCam = EnemyNameCamera.GetComponent <Camera>(); DirectionArrow = GameObject.Find("ArrowPivot"); DirectionArrow.SetActive(false); MainGameCanvas = GameObject.Find("Canvas_mainGame"); mainGameCanvas = MainGameCanvas.GetComponent <Canvas>(); BattleGameEnergyCanvas = GameObject.Find("Canvas_battleGameEnergy"); battleGameEnergyCanvas_mouseInput = BattleGameEnergyCanvas.GetComponent <MouseInput>(); fade = GameObject.Find("FadeCanvas").GetComponent <Fade>(); battleCam.enabled = false; enemyNameCam.enabled = false; battleGameEnergyCanvas_mouseInput.enabled = false; phase = Phase.energyLeft; //PhaseをPlayerPrefsセーブするのにintじゃないとだめだからphaseValueをつくった。めんどい。やばそうな作りだ・・・ switch (phaseValue) { case 10: phase = Phase.energyLeft; break; case 20: phase = Phase.energyAllGet; break; case 30: phase = Phase.leaveHere; break; case 40: phase = Phase.setArrowAndMapUI; break; case 50: phase = Phase.energyDecrease; break; case 60: phase = Phase.arriveGate; break; case 80: phase = Phase.waitForArriveGate; break; case 70: phase = Phase.energyZero; break; case 90: phase = Phase.waitForGameOver; break; case 100: phase = Phase.justEncount; break; default: break; } //諸々、表示したいのを取得しとく。なんかこれも、効率悪そう。 Announce_AllEnergyGet = GameObject.Find("AllEnergyGet"); Announce_AllEnergyGet.SetActive(false); Announce_LeaveHere = GameObject.Find("LeaveHere"); Announce_LeaveHere.SetActive(false); Announce_ArriveGate = GameObject.Find("ArriveGate"); Announce_ArriveGate.SetActive(false); Announce_EnergyZero = GameObject.Find("EnergyZero"); Announce_EnergyZero.SetActive(false); Announce_GameOver = GameObject.Find("GameOver"); Announce_GameOver.SetActive(false); //m_shinny = new ShinyEffectForUGUI(); //全部取った時は、総量の表示を消しておきたいと思ったので、その表示部分のオブジェクトを取得しておく //減るカウントとそのままのカウントがあるのがおかしいし。 energyAllCountObj = GameObject.FindGameObjectWithTag("energyAllCount"); //こっちは取得した数を示す。減少させるのはこっち CountManager = GameObject.Find("CountManager"); variousCount = CountManager.GetComponent <VariousCount>(); ui_energyCountHeader = GameObject.Find("energy"); ui_energyCount = GameObject.Find("count"); energyCount = PlayerPrefs.GetInt("Energy"); }