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(); }
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)); }