Esempio n. 1
0
    public void NextLevel()
    {
        if (WeaponCanUseCount[WeaponTurn] != 0)
        {
            if (UnitNumber > 3)
            {
                SetEnemy(untTest, wepTest);

                LoadManger.StartLoading(2);
            }
            else
            {
                WeaponCanUseCount[WeaponTurn] -= 1;
                UnitsCanUseCout[UnitTurn]     -= 1;

                UnitBehevior UnitVar = Instantiate(UnitThis, transform);
                UnitVar.transform.position = Vector3.one * 1000;
                WeaponBehevior WeaponVar = Instantiate(WeaponThis, UnitVar.transform);
                WeaponVar.name = WeaponVar.data.name.Remove(0, 2) + " : " + Random.Range(0, 1001);
                WeaponVar.transform.localPosition = Vector3.zero + Vector3.up * 0.091f;
                WeaponVar.transform.localScale    = Vector3.one;
                WeaponVar.transform.eulerAngles   = Vector3.zero;
                UnitVar.Weapon           = WeaponVar;
                UnitConfirmd[UnitNumber] = UnitVar.gameObject;
                UnitNumber = UnitNumber + 1;
                GetComponent <AudioSource> ().Play();
                UnitVar.Enemy = false;
                Refresh();
            }
        }
    }
Esempio n. 2
0
    public void StartServer()
    {
        if (!startServet)
        {
            try {
                startServet = true;

                Process.Start("ServerForGame.exe");
                ClientReciverMK1.server = "127.0.0.1";
                Loading.StartLoading(1, 1);
                ClientReciverMK1.Connect();
            } catch {
                startServet = false;
                UnityEngine.Debug.LogError("ServerCreateFail!");
            }
        }
    }
Esempio n. 3
0
 public void LoadGameScene()
 {
     LoadingManger.StartLoading(1);
 }