コード例 #1
0
ファイル: TitleEventSC.cs プロジェクト: cabera2/PLS
    IEnumerator _ShowMenu()
    {
        Debug.Log("타이틀 코루틴 시작");
        SysSaveSC._Loading = true;
        SysSaveSC._SysLoad();
        while (SysSaveSC._Loading == true)
        {
            yield return(null);
        }
        _Menu.SetActive(true);
        Debug.Log("시스템 세이브 불러오기 종료");
        AsyncOperation op = null;

        if (SysSaveSC._LastFile == 0)
        {
            op = SceneManager.LoadSceneAsync("OpeningStage");
        }
        else if (SysSaveSC._LastFile != 0)
        {
            op = SceneManager.LoadSceneAsync("123");
        }
        op.allowSceneActivation = false;
        while (op.progress < 0.9f)
        {
            yield return(null);
        }
        op.allowSceneActivation = true;
        yield return(new WaitForSeconds(1.0f));

        _BlackStart._FadeOut();
    }
コード例 #2
0
    // Start is called before the first frame update
    void Start()
    {
        _MapOffsetNow = _MapOffset;
        _WorkingCam   = gameObject;
        if (_GenerateAtStart == true && _LumiaInst == null)
        {
            Debug.Log("루미아 생성");
            //필수 Instantiate 생성
            _LumiaInst = Instantiate(_LumiaPrefab);
            _LSC       = _LumiaInst.GetComponent <Lumia_SC>();
            GameObject _TargetMark = Instantiate(_TargetMarkPrefab);
            _CanvasInst = Instantiate(_CanvasPrefab);

            //주인공 캐싱
            _LSC._TargetMark = _TargetMark;
            _LSC._Canvas     = _CanvasInst;
            LumiaHitboxSC _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>();
            _LHBSC._Canvas  = _CanvasInst;
            _LHBSC._FadeObj = _CanvasInst.GetComponent <PauseSC>()._FadeObj;


            //저장된 능력치 로드
            if (SysSaveSC._Load_Required == true)
            {
                SysSaveSC._Load_Required = false;
                _LHBSC._HP_Max           = SysSaveSC._Loaded_HP_Max;
                _LHBSC._HP_Current       = SysSaveSC._Loaded_HP_Max;
                _LSC._SavedScene         = SysSaveSC._Loaded_SavedScene;
                _LSC._FileNumber         = SysSaveSC._Loaded_FileNumber;
                _LSC._PlayTime           = SysSaveSC._Loaded_PlayTime;
                _LSC._SwordMax           = SysSaveSC._Loaded_SwordMax;
                _LSC._SwordStock         = SysSaveSC._Loaded_SwordMax;
                _LSC._Money         = SysSaveSC._Loaded_Money;
                _LSC._HaveVessel    = SysSaveSC._Loaded_HaveVessel;
                _LSC._SlashAtkLv    = SysSaveSC._Loaded_SlashAtkLv;
                _LSC._ShotAtkLv     = SysSaveSC._Loaded_ShotAtkLv;
                _LSC._AtkSpeedLv    = SysSaveSC._Loaded_AtkSpeedLv;
                _LSC._WarpLv        = SysSaveSC._Loaded_WarpLv;
                _LSC._SwordSizeLv   = SysSaveSC._Loaded_SwordSizeLv;
                _LSC._PermanentFlag = SysSaveSC._Loaded_PermanentFlag;
            }

            //의자 존재여부 확인
            if (_Chair != null && _Chair.activeSelf == true)
            {
                _ChairStart();
            }
            else if (_StartPos != Vector2.zero)
            {
                _LumiaInst.transform.position = _StartPos;
            }

            //시스템 설정 불러오기
            SysSaveSC._SysLoad();
        }

        //스테이지 초기화
        if (_LumiaInst != null)
        {
            if (_LSC == null)
            {
                _LSC = _LumiaInst.GetComponent <Lumia_SC>();
            }
            _LSC._MyCamera   = gameObject;
            _CamSC           = _LumiaInst.GetComponent <LumiaCamSC>();
            _CamSC._MyCamera = gameObject;
            _LSC._WhenSceneLoad();
            _CamSC._CameraControl();
            transform.position = _LumiaInst.GetComponent <LumiaCamSC>()._CamPos1;
        }
    }