private void Start()
    {
        frame   = 0;
        m_state = EState.Wait;

        BgmSet();
        fadeController = FindObjectOfType <FadeController>();
        m_stageCreater = FindObjectOfType <StageCreate>();
        armatureSave   = FindObjectOfType <ArtArmatureSave>();
    }
Esempio n. 2
0
 private void Start()
 {
     CManager = FindObjectOfType<CostManager>();
     Init();
     SceneChangeFlg = false;
     ResultFinishFlg = false;
     RotationFlg = false;
     flame = 0;
     AudioManager.GetInstance.PlayBGM(AUDIO.BGM_RESULT, AudioManager.BGM_FADE_SPEED_RATE_HIGH);
     VictoryCharSet();
     ArtArmature = FindObjectOfType<ArtArmatureSave>();
 }
Esempio n. 3
0
    private void Start()
    {
        frame   = 0;
        m_state = EState.InitDisplayLoad;

        BgmSet();
        fadeController = FindObjectOfType <FadeController>();
        m_stageCreater = FindObjectOfType <StageCreate>();
        m_LoadCreater  = FindObjectOfType <LoadCreate>();
        m_LoadScript   = FindObjectOfType <LoadScript>();
        armatureSave   = FindObjectOfType <ArtArmatureSave>();
        MaxPlayer      = DebugModeGame.GetProperty().m_debugMode ? DebugModeGame.GetProperty().m_debugPlayerNum : 6;
        StDownflg      = false;
    }
Esempio n. 4
0
 void VictoryCharSet()
 {
     //勝利キャラの表示
     //Human[VictoryNum].SetActive(true);
     if(ArtArmature == null)
         ArtArmature = FindObjectOfType<ArtArmatureSave>(); ;
     var winner = ArtArmature.GetPlayerIDArmature(VictoryNum + 1);
     if (winner==null)
     {
         Human[VictoryNum].SetActive(true);
         winnerObj = Human[VictoryNum];
     }
     else
     {
         winner.gameObject.SetActive(true);
         winnerObj = winner.gameObject;
     }
     PointColorSet();
     PointSet();
     RotationFlg = true;
 }