// Use this for initialization void Start() { if (ui == null) { ui = this.GetComponent <UIFun>(); } if (FaildMenu != null) { FaildMenu.SetActive(false); } if (PauseMenu != null) { PauseMenu.SetActive(false); } if (WinMenu != null) { WinMenu.SetActive(false); } if (GameManager.gm != null) { StartRoom = GameManager.gm.StartRoom; MinRoom = GameManager.gm.MinRoom; MaxRoom = GameManager.gm.MaxRoom; } Room = GameObject.Find("Room"); RoomNow = StartRoom; for (int i = 1; i < RoomNow; i++) { Room.transform.Translate(-MoveDistance, 0, 0); } //参数初始化 //进行UI初始化设置 //默认跳转到当前进度关卡 if (glg) { offset = glg.cellSize.x + glg.spacing.x; progress = PlayerPrefs.GetInt("progress", 1); Debug.Log("level_chosen:" + progress); level_chosen = progress; Vector3 position = rtf.anchoredPosition3D; position[0] -= offset * (level_chosen - 1); rtf.anchoredPosition3D = position; } }
// Use this for initialization void Start() { if (ui == null) { ui = this.GetComponent <UIFun>(); } if (FaildMenu != null) { FaildMenu.SetActive(false); } if (PauseMenu != null) { PauseMenu.SetActive(false); } if (WinMenu != null) { WinMenu.SetActive(false); } if (GameManager.gm != null) { StartRoom = GameManager.gm.StartRoom; MinRoom = GameManager.gm.MinRoom; MaxRoom = GameManager.gm.MaxRoom; } Room = GameObject.Find("Room"); RoomNow = StartRoom; for (int i = 1; i < RoomNow; i++) { Room.transform.Translate(-MoveDistance, 0, 0); } //参数初始化 //进行UI初始化设置 //默认跳转到当前进度关卡 if (glg) { offset = glg.cellSize.x + glg.spacing.x; progress = PlayerPrefs.GetInt("progress", 1); Debug.Log("level_chosen:" + progress); level_chosen = progress; //2018/12/20 ADD CHOOSE LEVEL LIMIT Vector3 position = rtf.anchoredPosition3D; position[0] -= offset * (level_chosen - 1); rtf.anchoredPosition3D = position; } if (left_button && right_button) { string name = SceneManager.GetActiveScene().name; if (name == "Level_3_outdoor") { right_button.SetActive(false); left_button.SetActive(false); } else if (RoomNow == MinRoom) { left_button.SetActive(false); } else if (RoomNow == MaxRoom) { right_button.SetActive(false); } } if (PrevButton && NextButton) { NextButton.SetActive(false); if (level_chosen == 1) { PrevButton.SetActive(false); } } }