public void LoadLevel(int level) { StopAllCoroutines(); DestroyMap(); currentMap = Instantiate(Resources.Load <GameObject>("Map")).GetComponent <Map>(); if (isLoaded) { Random.InitState(buildSeed); isLoaded = false;//초기화 } else { buildSeed = Random.Range(int.MinValue, int.MaxValue); Random.InitState(buildSeed); } Debug.Log("Seed : " + buildSeed); if (Config.instance.RoomTestMode) { BuildMap(Config.instance.floorNum); } else { BuildMap(level); } MinimapTexture.Init(currentMap); player.EnterRoom(CurrentMap.StartRoom); MinimapTexture.DrawPlayerPos(CurrentRoom().transform.position, player.pos); UIManager.instance.FloorCount(level); PlayerControl.instance.AkashaGage = Config.instance.DefaultAkasha; ///업적: 층 SaveManager.ArriveStage(level); }
public void ReturnToStart() { if (!GameManager.instance.CurrentRoom().IsEnemyAlive()) { if (GameManager.instance.IsInputOk && GameManager.instance.CurrentTurn == Turn.PLAYER) { player.EnterRoom(GameManager.instance.CurrentMap.StartRoom); MinimapTexture.DrawPlayerPos(GameManager.instance.CurrentRoom().transform.position, PlayerControl.player.pos); } } }
IEnumerator EndTurnDelay(float time) { yield return(null); if (PlayerControl.player.PlayerAnim == null) { yield return(new WaitForSeconds(time)); } else { yield return(PlayerControl.player.PlayerAnim); } MinimapTexture.DrawPlayerPos(CurrentRoom().transform.position, PlayerControl.player.pos); EnemyControl.instance.EnemyTurn(); }