void Start() { //連接MatchASourse MatchASourse = GetComponent <MatchASumSourse>(); m_MoveItems = MatchASourse.MoveItems; m_MatchPosItems = MatchASourse.MatchPosItems; m_SceneSound = MatchASourse.SceneSounds; m_otherAnimObj = MatchASourse.OtherAnimObjs; m_isCloseBackToOriPos = MatchASourse.IsCloseBackToOriPos; m_MatchIdArrays = MatchASourse.MatchIdArrays; //淡出相機 m_CameraFade = this.gameObject.AddComponent <CameraFade>(); //判斷播放背景音 GamePublicAudioControl.Instance.PlaySceneMusic(); //音量建大 GamePublicAudioControl.Instance.UpSceneMusic(); //判斷播放開頭提示音效 PlaySceneSound(m_SceneSound.TipSound, m_SceneSound.TipSoundOnOff); //生成場景物件 InstanceMoveItem(m_MoveItems, moveItmeObj); InstanceMatchPosItem(m_MatchPosItems, matchPosItemObj); InstanceOtherAnimObj(m_otherAnimObj); //點擊check按鈕事件 GameEventSystem.Instance.OnPushCheckBtn += CheckPass; }
/// <summary> /// (editor)生成額外動畫物件 /// </summary> /// <param name="_otherAnimObj"></param> /// <param name="objPrefab"></param> public void InstanceOtherAnimObj(OtherAnimObj_matchASum _otherAnimObj) { if (_otherAnimObj.OtherAnimObjOnOff == true) { m_OtherAnimObjs = Instantiate(_otherAnimObj.OtherAnimObjPrefab, _otherAnimObj.OtherAnimObjPosition, Quaternion.identity); m_OtherAnimObjs.GetComponent <Animator>().enabled = false; m_OtherAnimObjs.GetComponent <SpriteRenderer>().enabled = _otherAnimObj.ShowInBeginOnOff; } }