コード例 #1
0
    // Use this for initialization
    void Start()
    {
        p_sprite = player.GetComponentInChildren <SpriteRenderer>();

        path     = new Stack <MapTile>();
        anim     = false;
        pos_x    = init_x;
        pos_y    = init_y;
        metEnemy = false;

        GlobalControl     gc = GameObject.Find("GlobalControl").GetComponent <GlobalControl>();//find the GlobalControl object
        SceneInfo_dungeon si = (SceneInfo_dungeon)gc.sceneInformation;

        Debug.Log("Load Scene");

        if (si == null)//if there is no scene information (it might means this scene is first loaded)
        {
            Debug.Log("no scene information");
            enemies = new List <Enemy_map>();
            enemies.Add(new Enemy_map(10, 15));
            enemies.Add(new Enemy_map(4, 5));
            enemies.Add(new Enemy_map(1, 7));
        }
        else//if there is scene information
        {
            loadInfo_dungeon(si);
            Debug.Log("loaded");
        }

        player.transform.Translate(new Vector2(start_x + w * (float)pos_x, start_y + h * (float)pos_y) - new Vector2(player.transform.position.x, player.transform.position.y));
        syncCamera();
        generateMap();

        setEnemies();
    }
コード例 #2
0
    public void loadEncounter()
    {
        string curName = SceneManager.GetActiveScene().name;

        //saves current scene information
        GlobalControl     gc       = GameObject.Find("GlobalControl").GetComponent <GlobalControl>();
        SceneInfo_dungeon curscene = new SceneInfo_dungeon();

        curscene.pos_x   = pos_x;
        curscene.pos_y   = pos_y;
        curscene.enemies = enemies;

        gc.scenes.Push(curscene);
        SceneInfo_encounter nsi = new SceneInfo_encounter();

        nsi.monsters        = encounter.monsters;
        gc.sceneInformation = nsi;
        gc.save();

        SceneManager.LoadScene("encounter");
    }
コード例 #3
0
 public void loadInfo_dungeon(SceneInfo_dungeon info)
 {
     pos_x   = info.pos_x;
     pos_y   = info.pos_y;
     enemies = info.enemies;
 }