예제 #1
0
    void CreatExit_ExExit()
    {
        if (SceneManager.GetActiveScene().name.ToLower() == "m1")
        {
            //ChangeMap.gameData = gameData;
            int x = Random.Range(0, EndhouseList.Count - 1);
            Exit1Obj = EndhouseList[x].houseObj;
            EndhouseList.Remove(EndhouseList[x]);//選中後移除
            Exit1 = Exit1Obj.transform.position;
            EndhouseList.RemoveAt(x);
            //gameData._uiTitle = UiTitle.BadEnd;//好結局
            Exit1Obj.AddComponent <ChangeMap>().MapStr   = "end";
            Exit1Obj.GetComponent <ChangeMap>()._uiTitle = UiTitle.GoodEnd;
            GameObject go = Instantiate(ObjArray[7], new Vector3(Exit1.x, Exit1.y - 0.3f, -3), Quaternion.identity) as GameObject;
            go.transform.SetParent(mapHolder);
            Sigel1 = go;
            //mainSigel.SetActive(false);



            int x2 = Random.Range(0, EndhouseList.Count - 1);
            Exit2Obj = EndhouseList[x2].houseObj;
            Exit2    = Exit2Obj.transform.position;
            EndhouseList.RemoveAt(x2);
            //gameData._uiTitle = UiTitle.GoodEnd;//壞結局
            Exit2Obj.AddComponent <ChangeMap>().MapStr   = "BadEnd";
            Exit2Obj.GetComponent <ChangeMap>()._uiTitle = UiTitle.BadEnd;
            GameObject go2 = Instantiate(ObjArray[8], new Vector3(Exit2.x, Exit2.y - 0.3f, -3), Quaternion.identity) as GameObject;
            go2.transform.SetParent(mapHolder);
            Sigel2 = go2;
            Sigel2.SetActive(false);
            Exit2Obj.GetComponent <ChangeMap>().enabled       = false;
            Exit2Obj.GetComponent <BoxCollider2D>().isTrigger = true;
        }
    }
예제 #2
0
    public void ChangeSigelState()//碰到物件服文變換
    {
        if (SceneManager.GetActiveScene().name == "m1")
        {
            Sigel1.SetActive(false);
            Exit1Obj.GetComponent <ChangeMap>().enabled       = false;
            Exit1Obj.GetComponent <BoxCollider2D>().isTrigger = true;


            Sigel2.SetActive(true);
            Exit2Obj.GetComponent <ChangeMap>().enabled       = true;
            Exit2Obj.GetComponent <BoxCollider2D>().isTrigger = false;

            for (int i = 0; i < SigelList.Count; i++)
            {
                SigelList[i] = RotateSigel(SigelList[i], Exit2);
            }
        }
    }