Esempio n. 1
0
 void Start()
 {
     g_json_Script      = GameObject.Find("Game_Controller").GetComponent <Input_Data>();
     g_game_Con_Script  = GameObject.Find("Game_Controller").GetComponent <Game_Controller>();
     g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>();
     g_particle_Script  = GameObject.Find("Particle_Source").GetComponent <Particle_Source>();
     //縦横高さの最大値をjsonで決めた数へ変更する
     (g_max_Ver, g_max_Side, g_max_High) = g_json_Script.Get_Array_Max();
 }
Esempio n. 2
0
    void Start()
    {
        g_json_Script = this.GetComponent <Input_Data>();
        g_pool_Script = GameObject.Find("Stage_Pool").GetComponent <Stage_Obj_Pool>();
        //配列の要素数をjsonで決めた数へ変更する
        (g_s_BlockCount, g_v_BlockCount, g_h_BlockCount) = g_json_Script.Get_Array_Max();

        //配列の要素数を決定する
        g_blocks_Array     = new GameObject[g_s_BlockCount, g_v_BlockCount, g_h_BlockCount];
        g_blocksPos_Array  = new Vector3[g_s_BlockCount, g_v_BlockCount, g_h_BlockCount];
        g_blocksType_Array = new int[g_s_BlockCount, g_v_BlockCount, g_h_BlockCount];

        Pos_Array_Reset();

        g_fade_Script     = GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>();
        g_particle_Script = GameObject.Find("Particle_Source").GetComponent <Particle_Source>();
        //フェードイン後にエフェクトを生成できるようにする
        g_fade_Script.Start_Fade_In(g_particle_Script.Change_Start_Flag_(true));
    }