// Start is called before the first frame update private void Awake() { instance = this; dungeon_state = DUNGEON_STATE.NORMAL; n_StageTextGO.SetActive(true); for (int i = 0; i < n_buffGO.Length; i++) { n_buffGO[i].SetActive(true); } b_FloorCountGO.SetActive(false); b_BossHPGO.SetActive(false); b_TimerGO.SetActive(false); b_ExitGO.SetActive(false); b_speedGO.SetActive(false); }
private IEnumerator DungeonChangeCO(DUNGEON_STATE state) { dungeon_state = state; yield return(GameManager.YieldInstructionCache.WaitForEndOfFrame); fadeGO.SetActive(true); //fadeGO.GetComponent<Animator>().Rebind();' if (state.Equals(DUNGEON_STATE.BOSS)) { animationNotActive = true; } yield return(new WaitForSecondsRealtime(1f)); GameManager.GameSpeedSet(); switch (state) { case DUNGEON_STATE.NORMAL: NormalDungeon.n_instance.DungeonSetting(); SoundManager.instance.BGMChange(1); SaveManager.instance.SaveData(); break; case DUNGEON_STATE.ENCHANT: EnchantDungeon.e_instance.DungeonSetting(); break; case DUNGEON_STATE.BOSS: BossDungeon.b_instance.DungeonSetting(); SoundManager.instance.BGMChange(0); break; default: break; } }
/* * アイテムの取得 * メインシーン */ public void Crear() { dungeonState = DUNGEON_STATE.CLEAR; }
/* * 敵との遭遇 * バトルシーンに遷移 */ public void Battle() { dungeonState = DUNGEON_STATE.BATTLE; }
public void DungeonChange(DUNGEON_STATE state) { StartCoroutine(DungeonChangeCO(state)); }