public void NextLevel() { if (WeaponCanUseCount[WeaponTurn] != 0) { if (UnitNumber > 3) { SetEnemy(untTest, wepTest); LoadManger.StartLoading(2); } else { WeaponCanUseCount[WeaponTurn] -= 1; UnitsCanUseCout[UnitTurn] -= 1; UnitBehevior UnitVar = Instantiate(UnitThis, transform); UnitVar.transform.position = Vector3.one * 1000; WeaponBehevior WeaponVar = Instantiate(WeaponThis, UnitVar.transform); WeaponVar.name = WeaponVar.data.name.Remove(0, 2) + " : " + Random.Range(0, 1001); WeaponVar.transform.localPosition = Vector3.zero + Vector3.up * 0.091f; WeaponVar.transform.localScale = Vector3.one; WeaponVar.transform.eulerAngles = Vector3.zero; UnitVar.Weapon = WeaponVar; UnitConfirmd[UnitNumber] = UnitVar.gameObject; UnitNumber = UnitNumber + 1; GetComponent <AudioSource> ().Play(); UnitVar.Enemy = false; Refresh(); } } }
public void StartServer() { if (!startServet) { try { startServet = true; Process.Start("ServerForGame.exe"); ClientReciverMK1.server = "127.0.0.1"; Loading.StartLoading(1, 1); ClientReciverMK1.Connect(); } catch { startServet = false; UnityEngine.Debug.LogError("ServerCreateFail!"); } } }
public void LoadGameScene() { LoadingManger.StartLoading(1); }