void CreatExit_ExExit() { if (SceneManager.GetActiveScene().name.ToLower() == "m1") { //ChangeMap.gameData = gameData; int x = Random.Range(0, EndhouseList.Count - 1); Exit1Obj = EndhouseList[x].houseObj; EndhouseList.Remove(EndhouseList[x]);//選中後移除 Exit1 = Exit1Obj.transform.position; EndhouseList.RemoveAt(x); //gameData._uiTitle = UiTitle.BadEnd;//好結局 Exit1Obj.AddComponent <ChangeMap>().MapStr = "end"; Exit1Obj.GetComponent <ChangeMap>()._uiTitle = UiTitle.GoodEnd; GameObject go = Instantiate(ObjArray[7], new Vector3(Exit1.x, Exit1.y - 0.3f, -3), Quaternion.identity) as GameObject; go.transform.SetParent(mapHolder); Sigel1 = go; //mainSigel.SetActive(false); int x2 = Random.Range(0, EndhouseList.Count - 1); Exit2Obj = EndhouseList[x2].houseObj; Exit2 = Exit2Obj.transform.position; EndhouseList.RemoveAt(x2); //gameData._uiTitle = UiTitle.GoodEnd;//壞結局 Exit2Obj.AddComponent <ChangeMap>().MapStr = "BadEnd"; Exit2Obj.GetComponent <ChangeMap>()._uiTitle = UiTitle.BadEnd; GameObject go2 = Instantiate(ObjArray[8], new Vector3(Exit2.x, Exit2.y - 0.3f, -3), Quaternion.identity) as GameObject; go2.transform.SetParent(mapHolder); Sigel2 = go2; Sigel2.SetActive(false); Exit2Obj.GetComponent <ChangeMap>().enabled = false; Exit2Obj.GetComponent <BoxCollider2D>().isTrigger = true; } }
public void ChangeSigelState()//碰到物件服文變換 { if (SceneManager.GetActiveScene().name == "m1") { Sigel1.SetActive(false); Exit1Obj.GetComponent <ChangeMap>().enabled = false; Exit1Obj.GetComponent <BoxCollider2D>().isTrigger = true; Sigel2.SetActive(true); Exit2Obj.GetComponent <ChangeMap>().enabled = true; Exit2Obj.GetComponent <BoxCollider2D>().isTrigger = false; for (int i = 0; i < SigelList.Count; i++) { SigelList[i] = RotateSigel(SigelList[i], Exit2); } } }