void Start() { bombButton = GameObject.Find("BombButton"); skillButton = GameObject.Find("SkillButton"); gameManager = GameObject.Find("GameManager"); bulletLevelGage = GameObject.Find("BulletLevelGage"); fuelImageTF = GameObject.Find("FuelImageTF"); //itemGetScript = gameManager.GetComponent<ObjectPoolScript>().itemGetScript; if (gameManager.transform.FindChild("PC/Flight").gameObject) { pcFlight = gameManager.transform.FindChild("PC/Flight").gameObject; } pc = gameManager.transform.FindChild("PC").gameObject; addScoreLabeluiObjectPool = GameObject.Find("AddScoreLabel").GetComponent <uiObjectPool>(); runeObj = GameObject.Find("GameManager").transform.FindChild("Rune").gameObject; soundUiControlScript = gameManager.GetComponent <SoundUiControlScript>(); bulletControlScript = gameManager.GetComponent <BulletControlScript>(); instanceMissionScript = gameManager.GetComponent <InstanceMissionScript>(); bombSkillGageScript = gameManager.GetComponent <BombSkillGageScript>(); bombButton01UIFilledSprite = GameObject.Find("BombButton01").GetComponent <UIFilledSprite>(); magnetScript = gameManager.GetComponent <MagnetScript>(); runeAlphaAni = runeObj.GetComponent <RuneAlphaAni>(); scoreCoinCount = gameManager.GetComponent <ScoreCoinCount>(); playerMoveScript = gameManager.transform.FindChild("PC").gameObject.GetComponent <PlayerMoveScript>(); characterSpeakManager = GameObject.Find("CharacterSpeakManager").GetComponent <CharacterSpeakManagerScript>(); addedChSpeakScript = GameObject.Find("CharacterSpeakManager").GetComponent <AddedChSpeakScript>(); }
void Awake() { bulletLevelGage = GameObject.Find("BulletLevelGage"); addedChSpeakScript = GameObject.Find("CharacterSpeakManager").GetComponent <AddedChSpeakScript>(); ValueDeliverScript.isPcExplo = false; bulletLevelGageLine = GameObject.Find("BulletLevelGageLine").GetComponent <UIFilledSprite>(); //총알에 대한 변수 두개를 생성해서 하나엔 최초 시작시 총알의 레벨을 저장해놓고, 또 하나는 현재 총알의 레벨을 저장할수 있게 세팅// startBulletLevel = bulletLevel = ValueDeliverScript.bulletLevel; levelShow = GameObject.Find("Camera/Anchor/InfoUI/BulletLevelGage/Level1").GetComponent <UISprite>(); //하단의 총알 레벨 12를 넘어서 13이상이 되면 첨부터 게이지가 차있게 만들어 주기 위한 부분. 30단계면 풀 세팅이라 모든 게이지가 다 차게 보인다. int bulletLevelTemp = ValueDeliverScript.bulletLevel; if (bulletLevelTemp > 12) { bulletLevelGageLine.fillAmount = 0; bulletLevelGageLine.spriteName = "Bgr_AttackPowerGage1"; levelShow.spriteName = "Bgr_AttackPowerCnt1"; addedGageForNumber = 3; if (bulletLevelTemp > 13) { bulletLevelGageLine.fillAmount = 0; bulletLevelGageLine.spriteName = "Bgr_AttackPowerGage2"; levelShow.spriteName = "Bgr_AttackPowerCnt2"; addedGageForNumber = 8; } if (bulletLevelTemp > 14) { bulletLevelGageLine.fillAmount = 1; bulletLevelGageLine.spriteName = "Bgr_AttackPowerGage3"; levelShow.spriteName = "Bgr_AttackPowerCnt3"; addedGageForNumber = 16; } levelShow.MakePixelPerfect(); } }