public Level(Hero hero, bool isTopLevel) { _tiles = new Dictionary<Location, Tile>(); _actors = new List<Actor>(); _items = new Dictionary<Location, Item>(); _walkables = new Dictionary<Location, Entity>(); _effectQueue = new LinkedList<EffectDescription>(); _actorLocations = new HashSet<Location>(); curActor = 0; upLevel = null; downLevel = null; levelChange = LevelChange.None; _isTopLevel = isTopLevel; _hero = hero; }
public void changeLevel(LevelChange change) { if (change == LevelChange.Up && _isTopLevel) return; levelChange = change; if (levelChange == LevelChange.Down && downLevel == null) { downLevel = new Level(_hero, false); DungeonGenerator.generateDungeon(downLevel, 200, 200); downLevel.upLevel = this; } }
//難易度選択をinstantiateする void FCStart() { levelChangeObject = Instantiate(levelChangePrefab); levelChangeObject.transform.SetParent(this.transform); fChangeScript = levelChangeObject.GetComponent<LevelChange>(); fChangeScript.levelController = this; //メインカメラをノンアクにする GameScene gameScene = transform.root.gameObject.GetComponent<AppliController>().GetCurrentScene().GetComponent<GameScene>(); gameScene.mainCamera.transform.Rotate(new Vector3(0.0f, 0.0f, -lyingAngle),Space.Self); //gameScene.directionalLight.color = new Color(1.0f,1.0f,1.0f); //gameScene.gameController.gameObject.SetActive(false); gameScene.gameController.nodeController.gameObject.SetActive(false); gameScene.gameController.arrowControllerObject.SetActive(false); gameScene.gameController.frameControllerObject.SetActive(false); gameScene.gameUI.gameInfoCanvas.gameObject.SetActive(false); }