コード例 #1
0
 private void StartNewGame()
 {
     StopBgm();
     focusStatus = focus.none;
     SaveSystem.DeleteSaveFile();
     GameManager.stage             = SaveSystem.initialStage;
     GameManager.enabledArms       = SaveSystem.initialEnabledArms;
     GameManager.position          = SaveSystem.initialPosition;
     GameManager.isLoadingSaveData = false;
     loading_1.SetActive(true);
     stageLoader.LoadStage(GameManager.stage);
 }
コード例 #2
0
    // Use this for initialization
    void Start()
    {
        stageStartTime_ = Time.time;
        fishCount_      = 20;
        //instantiate
        for (int i = 0; i < FISH_INSCREEN_MAX_NUM; ++i)
        {
            fishPool_[i] = Instantiate(fish_, Vector3.zero, Quaternion.identity) as GameObject;
            fishPool_[i].SetActive(false);
        }

        for (int i = 0; i < LARGE_HOLE_INSCREEN_MAX_NUM; ++i)
        {
            largeHolePool_[i] = Instantiate(large_hole_, Vector3.zero, Quaternion.identity) as GameObject;
            largeHolePool_[i].SetActive(false);
        }

        for (int i = 0; i < FISH_HOLE_INSCREEN_MAX_NUM; ++i)
        {
            fishHolePool_[i] = Instantiate(fish_hole_, Vector3.zero, Quaternion.identity) as GameObject;
            fishHolePool_[i].SetActive(false);
        }

        for (int i = 0; i < CRACK_INSCREEN_MAX_NUM; ++i)
        {
            crackPool_[i] = Instantiate(crack_, Vector3.zero, Quaternion.identity) as GameObject;
            crackPool_[i].SetActive(false);
        }

        for (int i = 0; i < ROCK_INSCREEN_MAX_NUM; ++i)
        {
            rockPool_[i] = Instantiate(rock_, Vector3.zero, Quaternion.identity) as GameObject;
            rockPool_[i].SetActive(false);
        }

        for (int i = 0; i < SHOP_INSCREEN_MAX_NUM; ++i)
        {
            shopPool_[i] = Instantiate(shop_, Vector3.zero, Quaternion.identity) as GameObject;
            shopPool_[i].SetActive(false);
        }

        bInGoal_ = false;

        if (getCurrentStage() < 1 ||
            getCurrentStage() > 2)
        {
            setCurrentStage(1);
        }
        //currentStage_ = 1;
        //worldScript_.loadStage(currentStage_);
        stageLoader_.LoadStage(StageLoader.StageStyle.orignal, currentStage_);
        shopScript_.SetShopStage(currentStage_);
        shopScript_.SetShopUIVisible(false);
        pauseTime_ = 0.0f;
        bInShop_   = false;
        bPause_    = false;
        bDie_      = false;
    }
コード例 #3
0
    public void LoadTargetStage_CHEAT()
    {
        int level = int.Parse(levelInput.text);
        int stage = int.Parse(stageInput.text);

        LogMonitor.instance.AddLog($"## CHEAT CALLED ##");
        LogMonitor.instance.AddLog($"lv : {level}, st : {stage}");

        StageLoader.LoadStage(level, stage);
        LoadingManager.instance.LoadScene("IngameScene");
    }
コード例 #4
0
    /// <summary>
    /// 스테이지 선택 함수
    /// </summary>
    /// <param name="stage">선택 스테이지.</param>
    public void SelectStage(int stage)
    {
        environmentAnim.SetTrigger("isEnter");

        // 로딩시 출력 팁 선택
        int tipOrder = -1;

        if (curSelectLevel == 1)
        {
            if (stage == 1)
            {
                tipOrder = 0;
            }
            else if (stage == 2)
            {
                tipOrder = 1;
            }
        }


        LoadingManager.instance.SetTip(tipOrder);
        StageLoader.LoadStage(curSelectLevel, stage);
        LoadingManager.instance.LoadScene("IngameScene", curSelectLevel, stage);
    }
コード例 #5
0
 public void Load(StageLoader loader)
 {
     Debug.Log($"Sending to stage {stageNumber}: {stageName}");
     loader.LoadStage(this);
 }