// Use this for initialization void Start() { Text[] finds1; Image[] finds2; RawImage[] finds3; GameObject GOResult; //Link Database GOResult = GameObject.Find("Map_Trans_Database"); Map_Transfer_DB_Script = GOResult.GetComponent<Map_Transfer_DB>(); //Link UI finds1=this.gameObject.GetComponentsInChildren<Text>(); foreach(Text t in finds1) { if(t.name=="M_T_Hint") { //Debug.Log("Tag Found"); M_T_Hint = t; break; } } finds2 = this.gameObject.GetComponentsInChildren<Image>(); foreach (Image I in finds2) { if (I.name == "M_T_BAR") { //Debug.Log("Bar Found"); M_T_Bar = I; break; } } finds3 = this.gameObject.GetComponentsInChildren<RawImage>(); foreach (RawImage R in finds3) { if (R.name == "M_T_BG") { //Debug.Log("BG Found"); M_T_BG = R; break; } } M_T_BG.texture = Map_Transfer_DB_Script.mapinfo[Globe.Map_Load_id].bg_texture; /*if(M_T_BG.texture.GetType().ToString()=="MovieTexture") { M_T_BG.texture.play(); }*/ int randtag; randtag = Random.Range(0, Map_Transfer_DB_Script.maptag.Length); M_T_Hint.text = Map_Transfer_DB_Script.maptag[randtag].text; }
void Start() { /*if(Application.platform!=RuntimePlatform.WindowsEditor) { if (Globe.Map_Load_id == 1) Application.LoadLevel("mainLevel"); else Application.LoadLevel("mainTown"); return; }*/ //Globe.Map_Load_id = 1; //Debug.Log("Teleport to Level: " + Globe.Map_Load_id); //link the UI GameObject GOResult; GOResult = GameObject.Find("TransferUI"); Map_Transfer_UI_Control_Script = GOResult.GetComponent<Map_Transfer_UI_Control>(); GOResult = GameObject.Find("Main Process"); audio = GOResult.GetComponent<AudioSource>(); mapdb=GOResult.GetComponentInChildren<Map_Transfer_DB>(); mp = GOResult.GetComponent<Main_Process>(); if(GOResult) { if(Application.platform!=RuntimePlatform.WindowsEditor) if (GOResult.GetComponent<SaveAndLoad>()!=null) GOResult.GetComponent<SaveAndLoad>().SaveData(); //play the bgm if (mapdb.mapinfo[Globe.Map_Load_id].have_bgm && Globe.Map_Load_id!=1) { audio.clip = mapdb.mapinfo[Globe.Map_Load_id].bgm; audio.Play(); audio.volume = 1; } else { mp.Start_Battle(); } } counter++; //start to load scene StartCoroutine(loadScene()); }
// Use this for initialization void Start() { Map_BG = GetComponent<Image>(); Image[] Result1; Result1 = GetComponentsInChildren<Image>(); foreach(Image i in Result1) { if(i.name=="L_S_W_BG") { Windows_BG = i; continue; } if(i.name=="Level_Select_Bar") { Bar = i; continue; } //if(i.name=="L_S_W_diff") //{ // Diff = i; // Diff_ImageLab = Diff.GetComponent<Level_Select_Diff_ImageLib>(); // continue; //} if(i.name=="Level_Select_Window") { Windows = i.gameObject; continue; } } Text[] Result2; Result2 = GetComponentsInChildren<Text>(); foreach(Text t in Result2) { if(t.name=="L_S_W_name") { Map_name = t; continue; } if(t.name=="Level_Select_Chapter") { Chapter_name = t; continue; } if(t.name=="L_S_W_diff_nub") { Diff_num = t; continue; } } Mainprocess = GameObject.Find("Main Process"); Level_Select_mapinfo_script = Mainprocess.GetComponentInChildren<Level_Select_mapinfo>(); Map_Transfer_DB_Script = Mainprocess.GetComponentInChildren<Map_Transfer_DB>(); gameObject.SetActive(false); }
// Use this for initialization void Start() { //link link!! Image[] Rank = GetComponentsInChildren<Image>(); foreach(Image I in Rank) { if(I.name=="Rank_Control") { Rank_Control_I = I; break; } } Rank_Control_L = GetComponentInChildren<M_S_Rank_ImageLibrary>(); Text[] textinfo; textinfo = GetComponentsInChildren<Text>(); foreach(Text t in textinfo) { if(t.name=="M_S_Time") { M_S_Time = t; continue; } if (t.name == "M_S_Death") { M_S_Death = t; continue; } if (t.name == "M_S_GetGold") { M_S_GetGold = t; continue; } if (t.name == "M_S_RDEXP") { M_S_RDEXP = t; continue; } if (t.name == "M_S_RDGold") { M_S_RDGold = t; continue; } } M_Timer = GetComponentInParent<Other_Windows_FullControl>().Main_Process.GetComponentInChildren<Mission_Timer>(); M_T_DB = GetComponentInParent<Other_Windows_FullControl>().Main_Process.GetComponentInChildren<Map_Transfer_DB>(); M_DB = GetComponentInParent<Other_Windows_FullControl>().Main_Process.GetComponentInChildren<Mission_Database>(); gameObject.SetActive(false); }