상속: MonoBehaviour
예제 #1
0
 private void Awake()
 {
     shaderino = Shader.Find("Custom/Autofade");
     DontDestroyOnLoad(this);
     m_Instance = this;
     m_Material = new Material(shaderino);
 }
예제 #2
0
    IEnumerator Down(GameObject G)
    {
        if (G.name == "TF_Lineup")
        {
            G.transform.FindChild("Scroll View").gameObject.SetActive(false);
            G.transform.FindChild("Scroll View 1").gameObject.SetActive(false);
        }
//		for (int i =0; i<5; i++) {
//			if(G.transform.localPosition.y<-1900f){
//				G.transform.localPosition=new Vector3(G.transform.localPosition.x, -1900f,G.transform.localPosition.z);
//				break;
//
//			}else if(G.transform.localPosition.y!=-1900f){
//				G.transform.localPosition -= new Vector3(0,1334.5f/5f,0);
//				yield return new WaitForSeconds(0.02f);
//			}else{
//				break;
//			}
//		}

        G.SetActive(false);
        Debug.Log(GachaCount);
        if (GachaCount > 0 && Application.loadedLevelName.Equals("SceneCards"))
        {
            AutoFade.LoadLevel("SceneCards", 0f, 1f);
        }
        yield return(new WaitForSeconds(0f));
    }
예제 #3
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
     m_Material = Resources.Load<Material>("Plane_No_zTest");
     #if UNITY_EDITOR
     if (m_Material == null)
     {
         var resDir = new System.IO.DirectoryInfo(System.IO.Path.Combine(Application.dataPath, "Resources"));
         if (!resDir.Exists)
             resDir.Create();
         Shader s = Shader.Find("Plane/No zTest");
         if (s == null)
         {
             string shaderText = "Shader \"Plane/No zTest\" { SubShader { Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Fog { Mode Off } BindChannels { Bind \"Color\",color } } } }";
             string path = System.IO.Path.Combine(resDir.FullName, "Plane_No_zTest.shader");
             Debug.Log("Shader missing, create asset: " + path);
             System.IO.File.WriteAllText(path, shaderText);
             UnityEditor.AssetDatabase.Refresh(UnityEditor.ImportAssetOptions.ForceSynchronousImport);
             UnityEditor.AssetDatabase.LoadAssetAtPath<Shader>("Resources/Plane_No_zTest.shader");
             s = Shader.Find("Plane/No zTest");
         }
         var mat = new Material(s);
         mat.name = "Plane_No_zTest";
         UnityEditor.AssetDatabase.CreateAsset(mat, "Assets/Resources/Plane_No_zTest.mat");
         m_Material = mat;
     }
     #endif
 }
예제 #4
0
 public void NextRound()
 {
     round++;
     Save();
     Load();
     AutoFade.LoadLevel(2, 0.5f, 0.5f, Color.black);
 }
예제 #5
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
     var shader = Shader.Find ("Unlit Transparent Vertex Colored");
     m_Material = new Material(shader);
 }
예제 #6
0
 //
 //Multiplayer
 public void MultiRestart(int inplay = 0)
 {
     Save();
     MultiReset(inplay);
     Load();
     AutoFade.LoadLevel(2, 0.5f, 0.5f, Color.black);
 }
예제 #7
0
 void OnTriggerEnter(Collider other)
 {
     if (other.gameObject.tag == "Player")
     {
         AutoFade.LoadLevel("MainPath2", 1, 1, Color.black);
     }
 }
예제 #8
0
    public void Enemy_Die_Check(string SCENE)
    {
        if (Enemy_Die == true)                                                                                  //총알을 맞았다면
        {
            transform.localScale = new Vector2(transform.localScale.x - 0.01f, transform.localScale.y - 0.01f); //스케일은 작아짐
            transform.Rotate(new Vector3(0, 0, 10));                                                            //계속 회전함
            if (transform.localScale.x <= 0)                                                                    //만약 스케일x값이 0보다 작다면
            {
                Destroy(this.gameObject);                                                                       //자기 자신 삭제
            }

            GameObject[] obj = GameObject.FindGameObjectsWithTag("BULLETS");//총알 래드,블루 모두 삭제 할수있게끔

            // BULLETS 태그를 가진 오브젝트를 모두 찾아서 배열에 추가
            foreach (GameObject ob in obj)
            {
                Destroy(ob);
                AutoFade.LoadLevel(SCENE, 2, 3, Color.black);
            }
        }


        if (Enemy_Die == false)              //총알을 맞지않았다면
        {
            if (transform.position.y <= -10) //만약 Y값이 -10보다 작거나 같다면
            {
                Destroy(this.gameObject);    //자기 자신 삭제
            }
        }
    }
예제 #9
0
 void OnMouseUp()
 {
     renderer.material.color = new Color(renderer.material.color.r, renderer.material.color.g, renderer.material.color.b, 1f);
     gameObject.audio.Play();
     SaveLoadSystem.getInstance().resetSave();
     AutoFade.LoadLevel(startStageName, 0.5f, 0.5f, Color.black);
 }
예제 #10
0
    public virtual void OnMouseDown()
    {
        Hashtable scaleDown = new Hashtable();

        scaleDown.Add("scale", mScaleDown);
        scaleDown.Add("time", 0.10f);

        Hashtable scaleUp = new Hashtable();

        scaleUp.Add("scale", mScaleUp);
        scaleUp.Add("time", 0.10f);
        scaleUp.Add("delay", 0.15f);

        iTween.ScaleTo(gameObject, scaleDown);
        iTween.ScaleTo(gameObject, scaleUp);

        if (buttonPress)
        {
            audio.PlayOneShot(buttonPress);
        }

        if (levelName != "")
        {
            AutoFade.LoadLevel(levelName, 1.0f, 1.0f, Color.black);
        }
    }
예제 #11
0
    void Btn_Exit()
    {
        CSSoundMng.I.Play("MenuEF_Button");

        JHGameData_Mng.I.SetGameOver();
        AutoFade.LoadLevel("1_Title", 0.3f, 0.3f, Color.black);
    }
예제 #12
0
    /* public void Update() {
     *      if(Input.GetKeyDown( KeyCode.U) ) {
     *              while(hardpointCount>0) {
     *                      RemoveHardpoint();
     *              }
     *      }
     * } */

    public void RemoveHardpoint()
    {
        hardpointCount--;
        // Debug.Log("Megaship hardpoints remaining: " + hardpointCount); // now on HUD!
        if (hardpointCount <= 0)
        {
            GameObject.Instantiate(megashipDeathExplosionFire,
                                   megashipExplosionCenter.transform.position,
                                   megashipExplosionCenter.transform.rotation *
                                   Quaternion.AngleAxis(90.0f, Vector3.right));
            SoundCenter.instance.PlayClipOn(
                SoundCenter.instance.megashipBoom,
                Camera.main.transform.position, 1.0f,
                Camera.main.transform);
            Destroy(megashipParent, 0.45f);
            if (GameStateStaticProgress.cheatsOn == false && PlayerControl.instance.isDead == false)
            {
                PlayerPrefs.SetInt(transform.parent.name, 2);
            }
            if (PlayerControl.instance)
            {
                PlayerControl.instance.FinishedLevel();
            }
            else
            {
                AutoFade.LoadLevel("Level Select", Color.white);
            }
        }
    }
예제 #13
0
 void OnMouseOver()
 {
     if (Input.GetMouseButtonDown(0))
     {
         AutoFade.LoadLevel("Main", 2, 2, Color.white);
     }
 }
예제 #14
0
    // Update is called once per frame
    void Update()
    {
        if (count == 2)
        {
            if (Input.GetKeyDown(KeyCode.C))
            {
                Debug.Log(count);
                AutoFade.LoadLevel("Beach", 1, 1, Color.black);
                //Destroy (Scene3);
            }
        }
        if (count == 1)
        {
            if (Input.GetKeyDown(KeyCode.C))
            {
                Debug.Log(count);
                Destroy(Scene2);
                count++;
            }
        }

        if (Input.GetKeyDown(KeyCode.C) && count == 0)
        {
            Destroy(Scene1);
            count++;
        }
    }
    IEnumerator Cor_Login()
    {
        //Debug.Log("ID : " + m_pInput_ID.value + " , PASS : "******"" +JAManager.I.GetAccountSearch(m_pInput_ID.value, m_pInput_Pass.value), 1f);

        if (bConnect == true)
        {
            if (JAManager.I.GetUser_LoginCheck(JAManager.I.m_sMyAccount) <= 0)
            {
                JAManager.I.SetUpdate_LoginCheck(JAManager.I.m_sMyAccount, 1);

                HL_SoundMng.I.Play("SFX", "stinger");
                HL_SoundMng.I.SetVolue("SFX", "stinger", 0.35f);
                JAManager.I.SoundBGMMute(JAManager.I.m_bSoundBGMMute);
                JAManager.I.SoundSFXMute(JAManager.I.m_bSoundSFXMute);

                AutoFade.LoadLevel("Menu", 0.3f, 0.3f, Color.white);
            }
            else
            {
                JAPopupManager.I.Create_Notice("이미 로그인 상태입니다.", 1f);
                StopCoroutine(Cor_Login());
            }
        }
        else
        {
            JAPopupManager.I.Create_Notice("존재하지 않는 계정입니다", 1f);
            StopCoroutine(Cor_Login());
        }

        yield return(null);
    }
예제 #16
0
 public void Restart()
 {
     Save();
     Reset();
     Load();
     AutoFade.LoadLevel(2, 0.5f, 0.5f, Color.black);
 }
예제 #17
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
     // Set the texture so that it is the the size of the screen and covers it.
     blackScreen = this.GetComponent <SpriteRenderer>();
 }
예제 #18
0
    // Update is called once per frame
    void Update()
    {
        // Checking lives count
        int lives = total_lives - (destroy_block_blue.block_lives_blue + destroy_block_red.block_lives_red);

//		int lives = total_lives;
        GetComponent <GUIText>().text = "Lives: " + lives;

        if (OnButtonTouch.quit == 1)
        {
            Time.timeScale = 1;
            Application.LoadLevel("Menu Temp");
        }

        // When all lives are lost
        if (lives < 1)
        {
            //highscore
            PlayerPrefs.SetInt("totalCoins", totalCoins + Score.score);
            if (Score.score > highscore)
            {
                highscore = Score.score;
                PlayerPrefs.SetInt("Highscore", highscore);
                PlayerPrefs.Save();
            }
            //game over screen
            AutoFade.LoadLevel("GameOver", 1 / 5, 1, Color.black);
        }
    }
 public void PlayGame()
 {
     //TODO: Fix scene setup
     Stats.instance = new Stats.data();
     AutoFade.LoadLevel(1, 2f, 2f, Color.black);
     Debug.Log("Play Game");
 }
 void  OnCollisionEnter2D()
 {
     GameInformation.spawnPoint = 1;
     GameInformation.houseExit  = 1;        //house exit = wood house
     Destroy(GameObject.FindWithTag("Map"));
     AutoFade.LoadLevel("VillageHouseWood", 1, 1, Color.black);
 }
    void OnChangeScreen(string levelName)
    {
        audio.PlayOneShot(clickButtonClip);
        soundManager.control = SoundControl.OUT;

        AutoFade.LoadLevel(levelName, 1.5f, 1.5f, Color.black);
    }
예제 #22
0
    void ConnectHandlerForHttp(DialogueMgr.BTNS btn)
    {
        if (btn == DialogueMgr.BTNS.Btn1)
        {
            Debug.Log("ReTry");

            WWW www;
            if (mReqParam != null)
            {
                www = new WWW(mUrl, mReqParam);
            }
            else if (mForm != null)
            {
                www = new WWW(mUrl, mForm);
            }
            else
            {
                www = new WWW(mUrl);
            }
            StartCoroutine(webAPIProcess(www, mBaseEvent, mIsLoading, mIsUpload));
            //            mWWW = null;
            //            mBaseEvent = null;
        }
        else
        {
            if (Application.loadedLevelName.Equals("SceneLogin"))
            {
                Application.Quit();
            }
            else
            {
                AutoFade.LoadLevel("SceneLogin");
            }
        }
    }
예제 #23
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
     m_Material = Resources.Load <Material>("Plane_No_zTest");
             #if UNITY_EDITOR
     if (m_Material == null)
     {
         var resDir = new System.IO.DirectoryInfo(System.IO.Path.Combine(Application.dataPath, "Resources"));
         if (!resDir.Exists)
         {
             resDir.Create();
         }
         Shader s = Shader.Find("Plane/No zTest");
         if (s == null)
         {
             string shaderText = "Shader \"Plane/No zTest\" { SubShader { Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Fog { Mode Off } BindChannels { Bind \"Color\",color } } } }";
             string path       = System.IO.Path.Combine(resDir.FullName, "Plane_No_zTest.shader");
             Debug.Log("Shader missing, create asset: " + path);
             System.IO.File.WriteAllText(path, shaderText);
             UnityEditor.AssetDatabase.Refresh(UnityEditor.ImportAssetOptions.ForceSynchronousImport);
             UnityEditor.AssetDatabase.LoadAssetAtPath <Shader>("Resources/Plane_No_zTest.shader");
             s = Shader.Find("Plane/No zTest");
         }
         var mat = new Material(s);
         mat.name = "Plane_No_zTest";
         UnityEditor.AssetDatabase.CreateAsset(mat, "Assets/Resources/Plane_No_zTest.mat");
         m_Material = mat;
     }
             #endif
 }
예제 #24
0
    void OnGUI()
    {
        //Initialize values acording to screen size.
        scale.y = Screen.height / originalHeight;
        scale.x = scale.y;
        scale.z = 1;

        float scaleX = Screen.width / originalWidth;


        //Save Matrix, what this does is saving the values of the GUI Matrix(translation, scale, rotation)
        //Open matrix calculation.
        Matrix4x4 svMatrix = GUI.matrix;

        //Recalculate the matrix..
        GUI.matrix = Matrix4x4.TRS(new Vector3((scaleX - scale.y) / 2, 0, 0), Quaternion.identity, scale);


        //Button clickable. You dont need anymore neither define the position( This needs to be properly tested).
        if (GUI.Button(new Rect(70, 10, 100, 50), "MAIN MENU"))
        {
            //Application.LoadLevel("GAMES_MENU");
            AutoFade.LoadLevel("MAIN_MENU", 1, 1, Color.black);
        }


        //Close and return ne Matrix value.
        GUI.matrix = svMatrix;
    }
예제 #25
0
    public void GameStart()
    {
        try
        {
            xMLManager.itemDB.Initialize();
            //xMLManager.SaveItems();
            //PlayerPrefs.DeleteAll();//level exp savelasttime load

            PlayerPrefs.SetInt("level", level);
            PlayerPrefs.SetFloat("exp", 0);
            if (PlayerPrefs.GetString("load", "false") == "false") //처음
            {
                PlayerPrefs.SetString("load", "first");            //file 있음
            }
            else
            {
                if (PlayerPrefs.GetString("load", "false") != "true")
                {
                    //stay first... need tutorial
                }
                else//true 처음도 아니고 튜토리얼을 안봐도됨
                {
                    PlayerPrefs.SetString("load", "true");//file 있음
                }
            }



            AutoFade.LoadLevel("MainScene", 1, 1, Color.black);
        } catch (Exception e) { single.SetAlert(e.ToString(), Color.red); }
    }
예제 #26
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
     mat        = new Material(Shader.Find("UI/Default"));
     mesh       = new Mesh();
 }
예제 #27
0
 // Update is called once per frame
 void Update()
 {
     if (Input.anyKey)
     {
         AutoFade.LoadLevel("main", .5f, .5f, Color.black);
     }
 }
예제 #28
0
 void  OnCollisionEnter2D()
 {
     GameInformation.currentScene = "FieldAfterVillage1";
     GameInformation.spawnPoint   = 7;
     Destroy(GameObject.FindWithTag("Map"));
     AutoFade.LoadLevel("FieldAfterVillage1", 1, 1, Color.black);
 }
예제 #29
0
    void OnTriggerEnter(Collider other)
    {
        //If player collides with this, send him to the next level
        if (other.gameObject.tag == "Player")
        {
            Health playerStatus = other.gameObject.GetComponent <Health>();
            if (playerStatus.Dead)
            {
                return;
            }
            else
            {
                playerStatus.Invincible = false;
            }

            if (soundEffect != null)
            {
                audio.PlayOneShot(soundEffect);
            }

            GameObject.Find("Menu Screens").GetComponent <PauseMenu>().canPause = false;
            PlayerPrefs.SetInt("startLocation", startLocation);
            AutoFade.LoadLevel(Level, 1, 1.4f, Color.black);
        }
    }
예제 #30
0
    private void Update()
    {
        if (Input.GetButtonDown("Esc"))
        {
            if (MenuVisible)
            {
                DisableMenu();
                MenuVisible = false;
            }
            else
            {
                EnableMenu();
                MenuVisible = true;
            }
        }

        if (MenuVisible)
        {
            if (Input.GetAxisRaw("Vertical") < .1f && Input.GetAxisRaw("Vertical") > -.1f)
            {
                canSwitchAgain = true;
            }


            if (canSwitchAgain && Input.GetAxisRaw("Vertical") > .1f)
            {
                canSwitchAgain = false;
                menuSelection("up");
                GetComponent <AudioSource>().Play();
            }

            else if (canSwitchAgain && Input.GetAxisRaw("Vertical") < -.1f)
            {
                canSwitchAgain = false;
                menuSelection("down");
                GetComponent <AudioSource>().Play();
            }

            else if (!optionSelected && Input.GetButton("attack"))
            {
                optionSelected = true;
                switch (selectedIndex)
                {
                case 0:
                    MusicManager.instance.VictorySong();
                    AutoFade.LoadLevel("main", 1, 1, Color.black);
                    break;

                case 1:
                    Application.Quit();
                    break;
                }
            }

            selector.transform.GetChild(0).GetComponent <RectTransform>().anchorMin = new Vector2(selector.transform.GetChild(0).GetComponent <RectTransform>().anchorMin.x, menuOptions.ElementAt(selectedIndex).Value.x);
            selector.transform.GetChild(0).GetComponent <RectTransform>().anchorMax = new Vector2(selector.transform.GetChild(0).GetComponent <RectTransform>().anchorMax.x, menuOptions.ElementAt(selectedIndex).Value.y);
            selector.transform.GetChild(1).GetComponent <RectTransform>().anchorMin = new Vector2(selector.transform.GetChild(1).GetComponent <RectTransform>().anchorMin.x, menuOptions.ElementAt(selectedIndex).Value.x);
            selector.transform.GetChild(1).GetComponent <RectTransform>().anchorMax = new Vector2(selector.transform.GetChild(1).GetComponent <RectTransform>().anchorMax.x, menuOptions.ElementAt(selectedIndex).Value.y);
        }
    }
예제 #31
0
 // Update is called once per frame
 void Update()
 {
     if (Input.anyKeyDown)
     {
         AutoFade.LoadLevel("LevelSelect", 3, 1, Color.black);
     }
 }
예제 #32
0
 // Update is called once per frame
 void Update()
 {
     if (Input.GetMouseButtonDown(0))
     {
         AutoFade.LoadLevel("Menu", 1, 1, Color.black);
     }
 }
예제 #33
0
 void OnGUI()
 {
     if (counts == 1)
     {
         if (pause)
         {
             GUI.Box(new Rect(580, 100, 100, 180), "Pause");
             if (GUI.Button(new Rect(590, 120, 80, 20), "Quit"))
             {
                 Application.Quit();
             }
             if (GUI.Button(new Rect(590, 140, 80, 20), "Main Menu"))
             {
                 pause          = false;
                 counts         = 0;
                 Time.timeScale = 1;
                 AutoFade.LoadLevel(0, 1f, 1f, Color.black);
             }
             if (GUI.Button(new Rect(590, 160, 80, 20), "Resume"))
             {
                 pause          = false;
                 counts         = 0;
                 Time.timeScale = 1;
             }
         }
     }
 }
예제 #34
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
 }
예제 #35
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     _instance = this;
     _material = new Material("Shader \"Plane/No zTest\" { SubShader { Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Fog { Mode Off } BindChannels { Bind \"Color\",color } } } }");
 }
예제 #36
0
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
     m_Material = (Material)Resources.Load("FaderShader");//new Material("Shader \"Plane/ZTest Off\" { SubShader { Pass { Blend SrcAlpha OneMinusSrcAlpha ZWrite Off Cull Off Fog { Mode Off } BindChannels { Bind \"Color\",color } } } }");
 }
예제 #37
0
파일: AutoFade.cs 프로젝트: projectelo/game
 private void Awake()
 {
     DontDestroyOnLoad(this);
     m_Instance = this;
     m_Material = new Material(Shader.Find("ELO/AutoFade"));
 }