void Start () { stageMove = GameObject.FindObjectOfType<StageMove>(); creatorsManager = GameObject.FindObjectOfType<CreatorsManager>(); mileage = GameObject.FindObjectOfType<Mileage>(); isMoving = false; currentGrid = 0; nextGrid = Time.time; interval = gridLength / stageMove.fowardSpeed; }
void Awake() { CamMoveFlag = false; touchStagePos = Vector3.zero; stName = "Non"; page = ChangeScene.OldScene == "Result" || ChangeScene.OldScene == "main" ? page : 0; direction = "non"; nextPos = Vector3.zero; stages = GameObject.Find("stages"); st = stages.GetComponent <StageMove>(); min = 0; max = stages.transform.childCount / 10; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.A)) { StageMove.ReloadCurrentSchene(); } if (Input.GetKeyDown(KeyCode.S)) { StageMove.LoadNextSchene(); } if (Input.GetKeyDown(KeyCode.D)) { StageMove.LoadGameOverSchene(); } }
//シーンの読み込みと待機を行うコルーチン IEnumerator WaitForLoadScene(int stageNum) { //フェードオブジェクトを生成 fadeCanvasClone = Instantiate(fadeCanvasPrefab); //コンポーネントを取得 fadeCanvas = fadeCanvasClone.GetComponent <FadeCanvas>(); //フェードインさせる fadeCanvas.fadeIn = true; yield return(new WaitForSeconds(fadeWaitTime)); //シーンを非同期で読込し、読み込まれるまで待機する yield return(SceneManager.LoadSceneAsync(stageName[stageNum])); //フェードアウトさせる fadeCanvas.fadeOut = true; //読み込んだシーンがタイトルなら if (currentStageNum == 1) { TitleDisplay(); } //読み込んだシーンがゲーム画面なら if (currentStageNum == 2) { //Playerのコンポーネント取得 player = GameObject.FindGameObjectWithTag("Player"); playerControl = player.GetComponent <PlayerControl>(); playerRigidbody = player.GetComponent <Rigidbody>(); playerCollider = player.GetComponent <Collider>(); stageCreate = GameObject.Find("StageCreater").GetComponent <StageCreate>(); stageMove = GameObject.Find("Floor").GetComponent <StageMove>(); } }
// Start is called before the first frame update void Start() { Stage = GameObject.Find("Stage").GetComponent <StageMove>(); point = this.transform.Find("point").gameObject; }