예제 #1
0
 private void Start()
 {
     if (!MiniMap)
     {
         MiniMap = FindObjectOfType <MiniMapController>();
     }
 }
예제 #2
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 public void OnEnable()
 {
     mController = GameObject.Find("Canvas/MiniMap").GetComponent <MiniMapController>();
     if (!mController.getIsMiniMap)
     {
         pos = transform.position;
         StartCoroutine(Shake());
     }
 }
예제 #3
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    void Start()
    {
        mMapController = GameObject.Find("Canvas/MiniMap").GetComponent <MiniMapController>();
        sController    = GameObject.Find("Controller").GetComponent <StageController>();
        mMapController.NowMap();
        pot_ctr = FindObjectOfType <PotController>();

        AttributePot(transform.root.GetComponent <MapInfo>().attribute);
    }
예제 #4
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 // OnTriggerEnter is called when the Collider other enters the trigger
 void OnTriggerEnter(Collider other)
 {
     // If the other collider is the player collect the pickup
     if (other.gameObject.tag == Tags.playerTag)
     {
         // Collect the key - remove minimap icon
         keyCollected = true;
         MiniMapController.RemoveMapObject(gameObject);
     }
 }
예제 #5
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    // Update is called once per frame
    void LateUpdate()
    {
        if (!isPaused && Player.HasOrbem())
        {
            if (Player.CanSwitchWorld() && UIPowerBar.IsEmpty() && !WorldManager.IsWorldFuture() && MaskController.CanBeOpenedOrClosed())
            {
                StartCoroutine(TeleportToFuture());
            }


            if (Input.GetButtonDown("Open/Close Gate") && CanSwitchWorld())
            {
                SwitchWorld();
            }

            if (WorldManager.IsWorldFuture() && Input.GetButtonDown("MiniMap") && !UIPowerBar.IsEmpty())
            {
                MiniMapController.SwitchMiniMapState();
            }

            if (Input.GetKeyDown("v"))
            {
                Debug.Log("Start decrease");
                UIPowerBar.StartDecrease(2f);
            }

            if (Input.GetKeyDown("b"))
            {
                Debug.Log("Start regen");
                UIPowerBar.StartRegen();
            }
        }


        if (Input.GetButtonDown("Pause"))
        {
            if (isPaused)
            {
                Resume();
                UIManager.HidePauseMenu();
            }
            else
            {
                Pause();
                UIManager.DisplayPauseMenu();
            }
        }

        // delay next update by 1 frame to prevent from "jumping" with a controller
        if (isPaused && pauseExited)
        {
            isPaused    = false;
            pauseExited = false;
        }
    }
예제 #6
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 // OnTriggerEnter is called when the Collider other enters the trigger
 void OnTriggerEnter(Collider other)
 {
     // If the other collider is the player collect the pickup
     if (other.gameObject.tag == Tags.playerTag)
     {
         // Collect the pickup - add points - remove minimap icon
         pickupCollected = true;
         other.gameObject.GetComponent <PlayerController>().AddToScore(points);
         MiniMapController.RemoveMapObject(gameObject);
     }
 }
예제 #7
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 // OnTriggerEnter is called when the Collider other enters the trigger
 void OnTriggerEnter(Collider other)
 {
     // If the other collider is the player collect the pickup
     if (other.gameObject.tag == Tags.playerTag)
     {
         // Collect the pickup - add points - remove minimap icon
         healthCollected = true;
         other.gameObject.GetComponent <PlayerController>().AddToHealth(health);
         MiniMapController.RemoveMapObject(gameObject);
         GameDataManager.instance.HealthCollected(Index());
     }
 }
예제 #8
0
파일: Game.cs 프로젝트: llenroc/LudumDare36
    private void SetupProperties()
    {
        Instance = this;

        if (!MessageMenu)
        {
            MessageMenu = FindObjectOfType <MessageMenu>();
        }

        if (!Controller)
        {
            Controller = FindObjectOfType <MenuController>();
        }

        if (!Music)
        {
            Music = FindObjectOfType <MusicController>();
        }

        if (!World)
        {
            World = FindObjectOfType <WorldController>();
        }

        if (!MiniMap)
        {
            MiniMap = FindObjectOfType <MiniMapController>();
        }

        if (!Player)
        {
            Player = FindObjectOfType <PlayerController>();
        }

        if (!Score)
        {
            Score = FindObjectOfType <ScoreManager>();
        }

        if (Score)
        {
            Score.Game = this;
        }

        if (Music)
        {
            Music.Reset();
        }

        GameModeManager.Instance.Game = this;
    }
예제 #9
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 // Use this for initialization
 void Start()
 {
     direc         = Direction.LEFT;
     pManager      = GameObject.Find("PlayerStatus").GetComponent <PlayerManager>();
     PotObject     = FindObjectOfType <PotController>().gameObject;
     rig           = gameObject.transform.parent.GetComponent <Rigidbody2D>();
     player_ctr    = GameObject.Find("Controller").GetComponent <PlayerController>();
     bringctr      = gameObject.transform.parent.GetChild(0).GetComponent <BringCollider>();
     alchemyUI_ctr = GameObject.Find("Canvas/Alchemy_UI").GetComponent <AlchemyUIController>();
     miniMap_ctr   = GameObject.Find("Canvas/MiniMap").GetComponent <MiniMapController>();
     anim_ctr      = gameObject.transform.parent.GetComponent <AnimController>();
     leg_col       = gameObject.transform.parent.GetComponentInChildren <LegCollider>();
     crossAxisDown = gameObject.GetComponent <CrossAxisDown>();
 }
예제 #10
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    // Use this for initialization
    void Awake()
    {
        if (instance == null)
        {
            instance = this;

            // by default always disable the minimap
            instance.gameObject.SetActive(false);
        }
        else
        {
            Destroy(gameObject);
        }
    }
    void OnEnable()
    {
        miniMapController = GameObject.Find("CanvasMiniMap").GetComponent <MiniMapController> ();
        mme                  = new MiniMapEntity();
        mme.icon             = icon;
        mme.rotation         = initialIconRotation;
        mme.size             = size;
        mme.upAxis           = upAxis;
        mme.rotateWithObject = rotateWithObject;
        mme.clampInBorder    = clampIconInBorder;
        mme.clampDist        = clampDistance;

        mmo = miniMapController.RegisterMapObject(this.gameObject, mme);
    }
예제 #12
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 public void SetMiniMapEntityValues(MiniMapController controller, MiniMapEntity mme, GameObject attachedGO, Camera renderCamera, GameObject parentPanelGO)
 {
     linkedMiniMapEntity = mme;
     owner             = attachedGO;
     mapCamera         = renderCamera;
     panelGO           = parentPanelGO;
     spr               = gameObject.GetComponent <Image> ();
     spr.sprite        = mme.icon;
     sprRect           = spr.gameObject.GetComponent <RectTransform> ();
     sprRect.sizeDelta = mme.size;
     rt            = panelGO.GetComponent <RectTransform> ();
     mmc           = controller;
     miniMapTarget = mmc.target;
     SetPositionAndRotation();
 }
예제 #13
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    void Awake()
    {
        instance = this;

        controller = new MiniMapController();

        poolManager = GetComponent <MiniMapPoolManager>();

        miniMapSize = transform.GetComponent <RectTransform>().sizeDelta;

        elementIconDict = new Dictionary <int, Transform>();

        elementIconParent = transform.FindChild("Mask/ElementParent").transform;

        controller.OnCreate();
    }
예제 #14
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    // References
    //public GameDataManager GameDataManager.instance;

    ///////////////////////End of Variables/////////////////////////



    ///////////////////////////Functions////////////////////////////

    // Use this for initialization
    void Start()
    {
        // Assign the reference to the game data manager
        //GameDataManager.instance = GameDataManager.instance;

        // Set the character icons and characters -- male selected
        if (GameDataManager.instance.SelectedGender() == GENDER.MALE)
        {
            MiniMapController.RegisterMapObject(gameObject, miniMapImageMale);
        }

        // Set the character icons and characters -- female selected
        else if (GameDataManager.instance.SelectedGender() == GENDER.FEMALE)
        {
            MiniMapController.RegisterMapObject(gameObject, miniMapImageFemale);
        }
    }
예제 #15
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    public void TeleportToPresent()
    {
        MiniMapController.HideMiniMap();
        Player.SwitchWorld();

        // UI
        UIPowerBar.SetListener(new PowerBarListenerForSwitch());
        UIPowerBar.StartDecrease(2f);

        // start opening the gate asynchronously
        Debug.Log("OpenGate Async");
        instance.StartCoroutine(MaskController.instance.OpenGateAsync());

        // display the second camera
        WorldManager.SwitchWorld();

        Player.instance.wallHit = false;
    }
예제 #16
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    void Awake()
    {
        if (GameObject.Find("Controller"))
        {
            sController = GameObject.Find("Controller").GetComponent <StageController>();
            pController = GameObject.Find("Controller").GetComponent <PlayerController>();
        }

        if (GameObject.Find("PlayerStatus"))
        {
            pManager = GameObject.Find("PlayerStatus").GetComponent <PlayerManager>();
        }

        if (GameObject.Find("MiniMap"))
        {
            mMapController = GameObject.Find("MiniMap").GetComponent <MiniMapController>();
        }
    }
예제 #17
0
 void Start()
 {
     SetList();
     wall       = GameObject.Find("Walls");
     clearPanel = FindObjectOfType <GameClear>().gameObject;
     clearPanel.SetActive(false);
     SetWater();
     pController    = FindObjectOfType <PlayerController>();
     mMapController = FindObjectOfType <MiniMapController>();
     cManager       = FindObjectOfType <CameraManager>();
     if (waters != null)
     {
         foreach (var i in Waters)
         {
             i.SetActive(false);
         }
     }
     SoundManager.Instance.PlayBgm((int)SoundManager.BGMNAME.BGM_MAINFAST);
 }
예제 #18
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    // Update is called once per frame
    void Update()
    {
        if (Input.GetKeyDown(KeyCode.Alpha1))
        {
            GameObject go = Instantiate(soldierGo) as GameObject;
            go.transform.parent        = goParent;
            go.transform.localPosition = new Vector3(Random.Range(-15, 15), 0, Random.Range(-15, 15));
            lastGo = go;
        }

        if (Input.GetKeyDown(KeyCode.Alpha2))
        {
            GameObject go = Instantiate(towerGo) as GameObject;
            go.transform.parent        = goParent;
            go.transform.localPosition = new Vector3(Random.Range(-15, 15), 0, Random.Range(-15, 15));
            lastGo = go;
        }

        if (Input.GetKeyDown(KeyCode.Z))
        {
            effectId = MiniMapController.MakeId();
            MiniMapMessageDispatcher.PostElementMessage(MiniMapElementStateType.Create, effectId, MiniMapElementIconType.Effect1);
            MiniMapMessageDispatcher.PostElementMessage(MiniMapElementStateType.Update, effectId, lastGo.transform.position);
            b = true;
        }

        if (Input.GetKeyDown(KeyCode.X))
        {
            MiniMapMessageDispatcher.PostElementMessage(MiniMapElementStateType.Destroy, effectId);
            effectId = 0;
        }

        if (Input.GetKeyDown(KeyCode.C))
        {
            MiniMapMessageDispatcher.PostElementMessage(MiniMapElementStateType.Update, effectId, MiniMapElementIconType.Effect2);
        }

        if (Input.GetKeyDown(KeyCode.U))
        {
            lastGo.GetComponent <MiniMapElement>().enabled = !lastGo.GetComponent <MiniMapElement>().enabled;
        }
    }
예제 #19
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 void Update()
 {
     icon.SetActive(lineRenderer.enabled);
     if (flag != null && flag.transform.childCount <= 0)
     {
         lineRenderer.enabled = false;
     }
     if (MiniMapController.GetInstance().canMove)
     {
         targetPosition = MiniMapController.GetInstance().clickPosition;
         DrawNavigationLine(targetPosition, isSetDestination, true);
         MiniMapController.GetInstance().canMove = false;
     }
     //自动寻路
     if (CheckMoseButtonDown(1) && !MiniMapController.GetInstance().isEnterMiniMap)
     {
         Ray        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
         RaycastHit hit;
         if (Physics.Raycast(ray, out hit, Mathf.Infinity))
         {
             isSetDestination = true;
             targetPosition   = hit.point;
             ShowClickEffect(hit.point);
             DrawNavigationLine(hit.point, true, false);
         }
     }
     if (isArrive)
     {
         isSetDestination     = false;
         lineRenderer.enabled = false;
         if (flag != null && flag.transform.childCount > 0)
         {
             Destroy(flag.transform.GetChild(0).gameObject);
         }
     }
     if (flag.transform.childCount == 0)
     {
         agent.ResetPath();
     }
     isArrive = Vector3.Distance(player.transform.position, targetPosition) < 2;
 }
예제 #20
0
    void Start()
    {
        if (!Music)
        {
            Music = FindObjectOfType <MusicController>();
        }

        if (!World)
        {
            World = FindObjectOfType <WorldController>();
        }

        if (!MiniMap)
        {
            MiniMap = FindObjectOfType <MiniMapController>();
        }

        if (!Player)
        {
            Player = FindObjectOfType <PlayerController>();
        }

        States = new List <GameState>();

        var states = FindObjectsOfType <GameState>();

        foreach (var state in states)
        {
            state.Init(this);
            States.Add(state);
        }

        CurrentState = States.FirstOrDefault(s => s is StartState);

        if (CurrentState)
        {
            CurrentState.CallStart();
        }
    }
예제 #21
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    // OnTriggerEnter is called when the Collider other enters the trigger
    void OnTriggerEnter(Collider other)
    {
        // If the other collider is the player
        if (other.gameObject.tag == Tags.playerTag)
        {
            // If the key has been collected
            if (keyCollected)
            {
                // Open the chest 
                chestOpened = true;
                anim.SetBool("Key", true);

                // Aadd points 
                other.gameObject.GetComponent<PlayerController>().AddToScore(points);

                // Remove minimap icon
                MiniMapController.RemoveMapObject(gameObject);
            }
            // Key not collected
            else if (!keyCollected && !chestOpened)
                anim.SetTrigger("NoKey");
        }
    }
예제 #22
0
    // References
    //public GameDataManager GameDataManager.instance;

    ///////////////////////End of Variables/////////////////////////



    ///////////////////////////Functions////////////////////////////

    // Use this for initialization
    void Start()
    {
        // Assign the reference to the game data manager
        //GameDataManager.instance = GameDataManager.instance;

        // Set the character icons and characters -- male selected
        if (GameDataManager.instance.CivillianType() == CIVILLIANTYPE.MALE)
        {
            MiniMapController.RegisterMapObject(gameObject, miniMapImageMale);
        }

        // Set the character icons and characters -- female selected
        else if (GameDataManager.instance.CivillianType() == CIVILLIANTYPE.FEMALE)
        {
            MiniMapController.RegisterMapObject(gameObject, miniMapImageFemale);
        }

        // Set the character icons and characters -- female selected
        else if (GameDataManager.instance.CivillianType() == CIVILLIANTYPE.CAT)
        {
            MiniMapController.RegisterMapObject(gameObject, miniMapImageCat);
        }
    }
    void Awake()
    {
        main = this;

        mat = GLMatShader.GetGLMaterial ();
    }
예제 #24
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 void Start()
 {
     MiniMapController.RegisterMapObject(this.gameObject, image);
 }
예제 #25
0
 void OnDestroy()
 {
     MiniMapController.RemoveMapObject(this.gameObject);
 }
예제 #26
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    // x:[-0.5f, 0.5f]

    void Awake()
    {
        Instance = this;
    }
예제 #27
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 // Update is called once per frame
 void OnDestroy()
 {
     //if the object is destroyed, Remove the object from the list
     //ex: items the generated by the spawners
     MiniMapController.RemoveMapObject(gameObject);
 }
예제 #28
0
    void LateUpdate()
    {
        isAutoMove = controller.agent.hasPath && controller.agent.remainingDistance > controller.agent.radius;
        if (CameraUpAndDown)
        {
            if (Input.GetMouseButton(2))
            {
                if (!mbMouseButtonDown)
                {
                    mMouseDownPos     = Input.mousePosition;
                    mbMouseButtonDown = true;
                }
                else
                {
                    Vector3 curpos = Input.mousePosition;
                    float   deltaY = mMouseDownPos.y - curpos.y;
                    yDistance    += deltaY * 0.008f;
                    yDistance     = Mathf.Clamp(yDistance, MinCameraPos, MaxCameraPos);
                    mMouseDownPos = curpos;
                }
            }
            else
            {
                mbMouseButtonDown = false;
            }
        }
        if (isAutoMove)
        {
            if (!CameraUpAndDown)
            {
                yDistance = 3;
            }
            Distance = 6;
            mY       = Target.localEulerAngles.x;
            mX       = Target.localEulerAngles.y;
        }
        else if (!MiniMapController.GetInstance().isEnterMiniMap)
        {
            //鼠标右键旋转
            if (Input.GetMouseButton(1))
            {
                //获取鼠标输入
                mX += Input.GetAxis("Mouse X") * SpeedX * 0.02F;
                mY -= Input.GetAxis("Mouse Y") * SpeedY * 0.02F;
                //范围限制
                mY = ClampAngle(mY, MinLimitY, MaxLimitY);
            }

            //鼠标滚轮缩放
            Distance -= Input.GetAxis("Mouse ScrollWheel") * ZoomSpeed;
            Distance  = Mathf.Clamp(Distance, MinDistance, MaxDistance);
        }

        //重新计算位置和角度
        mRotation = Quaternion.Euler(mY, mX, 0);
        mPosition = mRotation * new Vector3(0.0F, yDistance, -Distance) + Target.position;

        if (isNeedDamping)
        {
            //球形插值
            transform.rotation = Quaternion.Lerp(transform.rotation, mRotation, Time.deltaTime * Damping);
            //线性插值
            transform.position = Vector3.Lerp(transform.position, mPosition, Time.deltaTime * Damping);
        }
        else
        {
            transform.rotation = mRotation;
            transform.position = mPosition;
        }

        //将玩家转到和相机对应的位置上
        if (!isAutoMove && (controller.State == PlayerController.PlayerState.Walk || controller.State == PlayerController.PlayerState.Run))
        {
            Target.rotation = Quaternion.Slerp(Target.rotation, Quaternion.Euler(0, mX, 0), Time.deltaTime);
        }
    }
예제 #29
0
    RectTransform rectTransform; //Transform data of the minimap, it scales with the resolution

    void Awake()
    {
        Main = this;
    }
예제 #30
0
    void Awake()
    {
        main = this;

        mat = GLMatShader.GetGLMaterial();
    }
예제 #31
0
    /// <summary>
    /// マップの生成 9つ分
    /// </summary>
    /// <param name="datas"></param>
    public void CreateMap(MapData[] datas)
    {
        //  配列の長さを取得 再編集
        int xLength = datas[0].mapDate.Length;
        int yLength = datas[0].mapDate.Length;
        //  タイルのサイズを取得
        float tileSize  = 2;
        float stageSize = tileSize * xLength;

        for (int i = 0; i < datas.Length; i++)
        {
            int quo = i / 3;
            int rem = i % 3;

            //  Y軸方向に3ステージ分あげる
            Vector2 startPos = new Vector2(0, stageSize * 3);
            //  ルートオブジェクトの作成
            string rootName = datas[i].name;
            var    rootObj  = new GameObject(rootName);
            rootObj.AddComponent <MapInfo>();
            rootObj.GetComponent <MapInfo>().MapNumX = rem;
            rootObj.GetComponent <MapInfo>().MapNumY = quo;
            rootObj.transform.position = startPos + new Vector2(stageSize / 2, -stageSize / 2) + new Vector2(rem * stageSize, -quo * stageSize);
            //  ジャンル別の空のオブジェクト生成
            var tileObjectGroupe    = new GameObject("TileObject");
            var gimmickObjectGroupe = new GameObject("GimmickObject");
            var OtherObjectGroupe   = new GameObject("OtherObject");
            tileObjectGroupe.transform.position    = rootObj.transform.position;
            gimmickObjectGroupe.transform.position = rootObj.transform.position;
            OtherObjectGroupe.transform.position   = rootObj.transform.position;
            //  親子付け
            tileObjectGroupe.transform.parent    = rootObj.transform;
            gimmickObjectGroupe.transform.parent = rootObj.transform;
            OtherObjectGroupe.transform.parent   = rootObj.transform;

            //  背景オブジェクトの生成
            GameObject backGroundObject = new GameObject("BG");
            backGroundObject.layer = 2;

            backGroundObject.AddComponent <SpriteRenderer>();
            backGroundObject.GetComponent <SpriteRenderer>().sortingOrder = -1;
            backGroundObject.AddComponent <BoxCollider2D>();
            backGroundObject.GetComponent <BoxCollider2D>().size = new Vector2(xLength * 0.5f + 0.25f, xLength * 0.5f + 0.25f);
            backGroundObject.transform.parent        = rootObj.transform;
            backGroundObject.transform.localPosition = Vector3.zero + new Vector3(-tileSize * 0.5f, tileSize * 0.5f, 0);
            backGroundObject.GetComponent <SpriteRenderer>().sprite = backImages[datas[i].backGroundNum - 1];
            MiniMapController miniMapController = GameObject.Find("Canvas/MiniMap").GetComponent <MiniMapController>();
            miniMapController.MSprite[i] = backGroundObject.GetComponent <SpriteRenderer>().sprite;
            switch (datas[i].backGroundNum)
            {
            case 0:     // NONE
                break;

            case 1:     // Normal
                backGroundObject.transform.root.GetComponent <MapInfo>().attribute = MapInfo.Attribute.NORMAL;
                break;

            case 2:     // Ice
                backGroundObject.transform.root.GetComponent <MapInfo>().attribute = MapInfo.Attribute.ICE;
                break;

            case 3:     // Thunder
                backGroundObject.transform.root.GetComponent <MapInfo>().attribute = MapInfo.Attribute.THUNDER;
                break;

            case 4:     // Rock(under)
            case 5:     // Rock(under)
                backGroundObject.transform.root.GetComponent <MapInfo>().attribute = MapInfo.Attribute.ROCK;
                break;

            default:
                break;
            }

            backGroundObject.transform.localScale = new Vector3(stageSize / backGroundObject.GetComponent <SpriteRenderer>().size.x, stageSize / backGroundObject.GetComponent <SpriteRenderer>().size.y, 0);
            if (backGroundObject.GetComponent <SpriteRenderer>().sprite.name != "Empty" && backGroundObject.GetComponent <SpriteRenderer>().sprite.name != "Empty2")
            {
                backGroundObject.GetComponent <BoxCollider2D>().isTrigger = true;
                backGroundObject.AddComponent <MapChange>();
            }
            else
            {
                backGroundObject.layer = LayerMask.NameToLayer("Background");
            }

            //  オブジェクトの生成
            for (int y = 0; y < yLength; y++)
            {
                for (int x = 0; x < xLength; x++)
                {
                    int tilenum    = datas[i].mapDate[y].mapNum[x];
                    int gimmickNum = datas[i].gimmickDate[y].mapNum[x];
                    int enemyNum   = datas[i].enemyDate[y].mapNum[x];
                    //  通常タイル
                    if (tilenum != 0)
                    {
                        //  生成
                        var tileObj = Instantiate(GetTile(tilenum).TileObj);
                        tileObj.name = tileObj.name + x + "-" + y;
                        tileObj.transform.position = startPos + new Vector2(tileSize * x, -tileSize * y) + new Vector2(tileSize * xLength * rem, -tileSize * yLength * quo);
                        tileObj.transform.parent   = tileObjectGroupe.transform;
                        //周りにはしごギミックがあったらレイヤーを変更
                        if (gimmickNum != 0)
                        {
                            if (GetGimmick(gimmickNum).GimmickObj.GetComponent <GimmickInfo>() != null && GetGimmick(gimmickNum).GimmickObj.GetComponent <GimmickInfo>().type == GimmickInfo.GimmickType.LADDER)
                            {
                                //  レイヤー変更
                                Debug.Log("aaa");
                                tileObj.layer = LayerMask.NameToLayer("LadderBlock");
                            }

                            //////  1つ先のブロックも検索する
                            //if (x <= xLength && datas[i].gimmickDate[y].mapNum[x + 1] != 0 && GetGimmick(datas[i].gimmickDate[y].mapNum[x + 1]).GimmickObj.GetComponent<GimmickInfo>() != null)

                            if (GetGimmick(gimmickNum).GimmickObj.transform.childCount != 0 && GetGimmick(gimmickNum).GimmickObj.transform.GetChild(0).GetComponent <GimmickInfo>() != null && GetGimmick(gimmickNum).GimmickObj.transform.GetChild(0).GetComponent <GimmickInfo>().type == GimmickInfo.GimmickType.LADDER)
                            {
                                tileObj.layer = LayerMask.NameToLayer("LadderBlock");
                            }
                        }
                    }
                    //  ギミック
                    if (gimmickNum != 0)
                    {
                        //  生成
                        var gimmickObj = Instantiate(GetGimmick(gimmickNum).GimmickObj);
                        gimmickObj.name = gimmickObj.name + x + "-" + y;
                        gimmickObj.transform.position = startPos + new Vector2(tileSize * x, -tileSize * y) + new Vector2(tileSize * xLength * rem, -tileSize * yLength * quo);
                        gimmickObj.transform.parent   = gimmickObjectGroupe.transform;
                    }
                    //  エネミーやポジション
                    if (enemyNum != 0)
                    {
                        var enemyObj = Instantiate(GetEnemy(enemyNum).EnemyObj);
                        //  スタート位置の配置
                        if (enemyObj.tag == "StartPos")
                        {
                            SetParentPlayer(OtherObjectGroupe, startPos + new Vector2(tileSize * x, -tileSize * y) + new Vector2(tileSize * xLength * rem, -tileSize * yLength * quo));
                        }
                        enemyObj.transform.position = startPos + new Vector2(tileSize * x, -tileSize * y) + new Vector2(tileSize * xLength * rem, -tileSize * yLength * quo);
                        enemyObj.transform.parent   = OtherObjectGroupe.transform;
                    }
                }
            }
            mapObjects[i] = rootObj;
        }
        StageController stageController = FindObjectOfType <StageController>();

        stageController.SetMapList = mapObjects;
    }