private void Awake() { // 씬이 변경되어도 삭제하지 않는다. DontDestroyOnLoad(this); m_Instance = this; m_Material = Resources.Load <Material>("Materials/MtlAutoFade"); }
// Update is called once per frame void Update() { m_LoadScrollCtl.value = Mathf.MoveTowards(m_LoadScrollCtl.value, 1.0f, 0.008f); if (m_LoadScrollCtl.value >= 1.0f) { TAutoFade.LoadLevel(1, 1.0f, 1.0f, Color.black); } }
void Update() { if (Input.GetKey(KeyCode.Space)) { //Stage1S으로 TAutoFade.LoadLevel(2, 1.0f, 1.0f, Color.black); } }
// Update is called once per frame void Update() { float distance = Vector3.Distance(Player.transform.position, transform.position); if (distance < 20.0f) { TAutoFade.LoadLevel(5, 1.0f, 1.0f, Color.black); } }
// Update is called once per frame void Update() { if (Input.GetKey(KeyCode.Space)) { //Stage1으로 TAutoFade.LoadLevel(3, 1.0f, 1.0f, Color.black); } if (Input.GetKey(KeyCode.Return)) { //메뉴로 TAutoFade.LoadLevel(1, 1.0f, 1.0f, Color.black); } }
// Update is called once per frame void Update() { m_SliderHP.value = (float)fpc.m_iHP / 100.0f; //Mathf.MoveTowards(m_SliderHP.value, 1.0f, 0.008f); m_SliderBullet.value = (float)fpc.m_iBullet / 100.0f; //Mathf.MoveTowards(m_SliderHP.value, 1.0f, 0.008f); //m_Text.text = "Score: " + fpc.m_iScore.ToString(); if (m_SliderHP.value <= 0.0f) { //게임오버 Scene으로 전환. //SceneManager.LoadScene("Stage1"); TAudioMgr.Instance.PlayEffect("pl_dead"); // Allow it to move on the screen Cursor.lockState = CursorLockMode.Confined; // Show the cursor UnityEngine.Cursor.visible = true; //게임오버 Scene으로 전환. TAutoFade.LoadLevel(4, 1.0f, 1.0f, Color.black); } }
public void Clicked() { TAutoFade.LoadLevel(3, 1.0f, 1.0f, Color.black); //SceneManager.LoadScene("Stage1S"); }