コード例 #1
0
 /// <summary>
 /// (editor)生成額外動畫物件
 /// </summary>
 /// <param name="_otherAnimObj"></param>
 /// <param name="objPrefab"></param>
 public void InstanceEndingAnimObj(EndingAnimObj_MultiSelect _otherAnimObj)
 {
     if (_otherAnimObj.EndingAnimObjOnOff == true)
     {
         m_EndingAnimObj_Instance = Instantiate(_otherAnimObj.EndingAnimObjPrefab, _otherAnimObj.EndingAnimObjPosition, Quaternion.identity);
         m_EndingAnimObj_Instance.GetComponent <Animator>().enabled            = false;
         m_EndingAnimObj_Instance.GetComponent <SpriteRenderer>().enabled      = _otherAnimObj.ShowInBeginOnOff;
         m_EndingAnimObj_Instance.GetComponent <SpriteRenderer>().sortingOrder = 1;
     }
 }
コード例 #2
0
    void Start()
    {
        //連接SingleSelectSources
        multiSelectSourse = GetComponent <MultiSelectSources>();
        m_SceneSound      = multiSelectSourse.SceneSounds;
        m_EndingAnimObj   = multiSelectSourse.EndingAnimObjs;
        m_HeaderAnimObj   = multiSelectSourse.HeaderAnimObj;
        m_ClickItems      = multiSelectSourse.clickData;

        ////遮罩關閉 暫時先關閉
        //if (m_SceneSound.TipSoundOnOff)
        //    ImageMask.raycastTarget = true;
        //else
        //    ImageMask.raycastTarget = false;

        //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
        if (m_SceneSound.TipSoundOnOff)
        {
            PlaySceneSound(m_SceneSound.TipSound, m_SceneSound.TipSoundOnOff, CloseHeaderAnim);
        }
        else
        {
            PlaySceneSound(m_SceneSound.TipSound, m_SceneSound.TipSoundOnOff);
        }


        //生成場景物件
        InstanceClickItem(m_ClickItems, ClickBtnPrefab);

        //點擊check按鈕事件
        GameEventSystem.Instance.OnPushCheckBtn += CheckPass;

        //生成結束動畫物件
        InstanceEndingAnimObj(m_EndingAnimObj);

        //生成開頭動畫物件
        InstanceHeaderAnimObj(m_HeaderAnimObj);
    }