/*==========================================================================*/ /* func */ /*==========================================================================*/ //---------------------------------------------------------------------------- /*! * @brief Unity固有処理:初期化処理 ※初回のUpdateを呼び出す直前に呼出し */ //---------------------------------------------------------------------------- protected override void Start() { base.Start(); //---------------------------------------- // ユニットモデル m_ReferObject[OBJECT_CHARA_MESH] = UnityUtil.GetChildNode(gameObject, "CharaMesh"); // ウィンドウルート m_ReferObject[OBJECT_WINDOW_ROOT] = UnityUtil.GetChildNode(gameObject, "WindowBaseRoot"); //カットインルート m_ReferObject[OBJECT_CUTIN_PARENT] = UnityUtil.GetChildNode(gameObject, "CutinParent"); // エフェクト表示位置の高さ m_EffectPosY = 0.0f; //------------------------- // 階層をレイアウト切り替え管理クラスに登録 // 最初のレイアウトは非表示にしておく //------------------------- m_LayoutWindow = gameObject.AddComponent <LayoutSwitchManager>(); m_LayoutWindow.SetLayoutMax(LAYER_WINDOW_MAX); m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerWindowEmpty"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_BLACK, UnityUtil.GetChildNode(gameObject, "LayerWindowBlack"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutWindow.AddSwitchRequest(LAYER_WINDOW_EMPTY, true); //------------------------- // 階層をレイアウト切り替え管理クラスに登録 // 最初のレイアウトは非表示にしておく //------------------------- m_LayoutCategory = gameObject.AddComponent <LayoutSwitchManager>(); m_LayoutCategory.SetLayoutMax(LAYER_CATEGORY_MAX); m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerCateEmpty"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_LINK, UnityUtil.GetChildNode(gameObject, "LayerCateLink"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_MATERIAL, UnityUtil.GetChildNode(gameObject, "LayerCateMaterial"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutCategory.AddSwitchRequest(LAYER_CATEGORY_EMPTY, true); GameObject cObjectLinkOn = UnityUtil.GetChildNode(gameObject, "LayerLogoLinkOn"); m_AnimationShotLogo[LAYER_LOGO_LINKON] = cObjectLinkOn.GetComponent <AnimationClipShot>(); Vector3 vLogoRootPos = new Vector3(0.0f, m_EffectPosY, 0.0f); GameObject cObjLogoRoot = UnityUtil.GetChildNode(gameObject, "LayerLogoRoot"); cObjLogoRoot.transform.position = vLogoRootPos; m_UnitNamePanel = m_CanvasObj.GetComponentInChildren <UnitNamePanel>(); m_UnitResultButton = m_CanvasObj.GetComponentInChildren <UnitResultButton>(); m_UnitResultButton.Button1Text = "別のユニットをリンク"; m_UnitResultButton.IsActiveButton1 = false; m_UnitResultButton.DidSelectButton1 = SwitchUnitSelect; m_UnitResultButton.IsActiveButton2 = false; //---------------------------------------- // パッチ処理を行わないようにする //---------------------------------------- MainMenuManager.Instance.m_ResumePatchUpdateRequest = false; }
/*==========================================================================*/ /* func */ /*==========================================================================*/ //---------------------------------------------------------------------------- /*! * @brief Unity固有処理:初期化処理 ※初回のUpdateを呼び出す直前に呼出し */ //---------------------------------------------------------------------------- protected override void Start() { base.Start(); //---------------------------------------- // ユニットモデル m_ReferObject[OBJECT_CHARA_MESH_ROOT] = UnityUtil.GetChildNode(gameObject, "CharaMeshRoot", "CharaMesh"); m_ReferObject[OBJECT_CHARA_MESH_BEFORE] = UnityUtil.GetChildNode(m_ReferObject[OBJECT_CHARA_MESH_ROOT], "CharaMeshBefore"); m_ReferObject[OBJECT_CHARA_MESH_AFTER] = UnityUtil.GetChildNode(m_ReferObject[OBJECT_CHARA_MESH_ROOT], "CharaMeshAfter"); // ウィンドウルート m_ReferObject[OBJECT_WINDOW_ROOT] = UnityUtil.GetChildNode(gameObject, "WindowBaseRoot"); // カットインルートオブジェクト m_ReferObject[OBJECT_CUTIN_PARENT] = UnityUtil.GetChildNode(gameObject, "CutinParent"); // エフェクト表示位置の高さ //m_EffectPosY = UnityUtil.GetChildNode( gameObject, "CharaBackGround" ).transform.position.y; m_EffectPosY = 0.0f; //------------------------- // 階層をレイアウト切り替え管理クラスに登録 // 最初のレイアウトは非表示にしておく //------------------------- m_LayoutWindow = gameObject.AddComponent <LayoutSwitchManager>(); m_LayoutWindow.SetLayoutMax(LAYER_WINDOW_MAX); m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerWindowEmpty"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutWindow.SetLayoutSwitch(LAYER_WINDOW_BLACK, UnityUtil.GetChildNode(gameObject, "LayerWindowBlack"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutWindow.AddSwitchRequest(LAYER_WINDOW_EMPTY, true); //------------------------- // 階層をレイアウト切り替え管理クラスに登録 // 最初のレイアウトは非表示にしておく //------------------------- m_LayoutCategory = gameObject.AddComponent <LayoutSwitchManager>(); m_LayoutCategory.SetLayoutMax(LAYER_CATEGORY_MAX); m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerCateEmpty"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_FRIEND, UnityUtil.GetChildNode(gameObject, "LayerCateFriend"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutCategory.SetLayoutSwitch(LAYER_CATEGORY_MATERIAL, UnityUtil.GetChildNode(gameObject, "LayerCateMaterial"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutCategory.AddSwitchRequest(LAYER_CATEGORY_EMPTY, true); //------------------------- // 階層をレイアウト切り替え管理クラスに登録 // 最初のレイアウトは非表示にしておく //------------------------- m_LayoutEvolve = gameObject.AddComponent <LayoutSwitchManager>(); m_LayoutEvolve.SetLayoutMax(LAYER_EVOLVE_MAX); m_LayoutEvolve.SetLayoutSwitch(LAYER_EVOLVE_EMPTY, UnityUtil.GetChildNode(gameObject, "LayerEvolveEmpty"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutEvolve.SetLayoutSwitch(LAYER_EVOLVE_ACTIVE, UnityUtil.GetChildNode(gameObject, "LayerEvolve"), false, null, typeof(MainMenuDialogSeqWait)); m_LayoutEvolve.AddSwitchRequest(LAYER_EVOLVE_EMPTY, true); //------------------------- // ユニットアニメーションのコンポーネント取得 //------------------------- if (m_ReferObject[OBJECT_CHARA_MESH_ROOT] != null) { m_CharaMeshAnim = m_ReferObject[OBJECT_CHARA_MESH_ROOT].GetComponent <AnimationClipResultEvol>(); } Vector3 vLogoRootPos = new Vector3(0.0f, m_EffectPosY, 0.0f); GameObject cObjLogoRoot = UnityUtil.GetChildNode(gameObject, "LayerLogoRoot"); cObjLogoRoot.transform.position = vLogoRootPos; m_UnitNamePanel = m_CanvasObj.GetComponentInChildren <UnitNamePanel>(); m_UnitResultButton = m_CanvasObj.GetComponentInChildren <UnitResultButton>(); m_UnitResultButton.Button1Text = "このユニットを強化する"; m_UnitResultButton.IsActiveButton1 = false; m_UnitResultButton.DidSelectButton1 = SwitchBuildup; m_UnitResultButton.Button2Text = "別のユニットを進化"; m_UnitResultButton.IsActiveButton2 = false; m_UnitResultButton.DidSelectButton2 = SwitchUnitSelect; //---------------------------------------- // パッチ処理を行わないようにする. //---------------------------------------- MainMenuManager.Instance.m_ResumePatchUpdateRequest = false; }