// Use this for initialization void Start() { Instance = this; weight = new AttractorWeight(3.5f, 0, 0, 0, 0, 0, 0, 100, 0); systemState |= SystemState.LOAD; #region システム if ((systemState & SystemState.LOAD) == SystemState.LOAD) { //カメラ状態設定 cameraState |= CameraState.ORTHOGRAPHIC | CameraState.ZOOM_OUT; zoomEnabled = false; interactiveEnabled = false; //初期設定読み込み LoadSettingFlies lsf = GetComponent <LoadSettingFlies>(); lsf.Load(); //Wall設定 AutoDisplayAdjuster wall = GetComponent <AutoDisplayAdjuster>(); wall.Load(); //GUI処理 GUIManager gui = GetComponent <GUIManager>(); gui.Initialize(); } #endregion #region ポインティング pointingState |= PointingState.POINTING; #endregion #region アトラクター attractorState = attractorState | AttractorState.AVOID | AttractorState.AVOID_SCALE | AttractorState.SCALE_UP | AttractorState.FRAME; if ((pointingState & PointingState.POINTING) == PointingState.POINTING) { attractorState |= AttractorState.SCALE_UP_MOUSE; } else if ((pointingState & PointingState.VENN) == PointingState.VENN) { //attractorState |= AttractorState.FRAME; } zAxisDirection = true; #endregion systemState = ~SystemState.LOAD & systemState; systemState |= SystemState.MAIN; }
public void Load() { Instance = this; _cameraSize = targetCamera.orthographicSize; OnScreenSizeChanged = new OnScreenSizeChange(AdjustWall); BottomWallLength = 2; TopWallLength = 2; AdjustWallOffset(); UpdateLate(); lastScreenSize = new Vector2(Screen.width, Screen.height); screenChange = false; wallChange = false; AdjustWall(lastScreenSize); }
// Use this for initialization void Start() { BackgroundSprite = Sprite.Create(Texture2D.whiteTexture, new UnityEngine.Rect(0, 0, 1, 1), new Vector2(0.5f, 0.5f), 100); spriteRenderer = gameObject.GetComponent <SpriteRenderer>(); auto = camera.GetComponent <AutoDisplayAdjuster>(); }