예제 #1
0
    void Start()
    {
        check = DataManager.instance;

        Fade   = GameObject.Find("Fade");
        canvas = Fade.GetComponent <CanvasGroup>();
        move   = RoomMove.instance;
    }
예제 #2
0
 void Awake()
 {
     if (instance != null)
     {
         Debug.Log("Invetory instance duplicated!!");
         return;
     }
     instance = this;
 }
예제 #3
0
    void Start()
    {
        check = DataManager.instance;

        move = RoomMove.instance;

        if (check.puzzleList[id])
        {
            this.GetComponent <SpriteRenderer>().sprite = pushed;
            DoorOpen();
            EraseObject();
            KeyDrop();
        }
    }
예제 #4
0
파일: Window.cs 프로젝트: ptagus/LDjam47
 // Start is called before the first frame update
 void Start()
 {
     rmove = GetComponentInParent <RoomMove>();
     for (int i = 0; i < 4; i++)
     {
         SkyType[i].SetActive(false);
     }
     if (rmove.nowTime < 6)
     {
         SkyType[0].SetActive(true);
         srpic.sprite = pictures[Random.Range(1, 20)];
         lights[1].SetActive(true);
         return;
     }
     if (rmove.nowTime < 12 && rmove.nowTime > 5)
     {
         SkyType[1].SetActive(true);
         srpic.sprite = pictures[Random.Range(1, 20)];
         lights[0].SetActive(true);
         return;
     }
     if (rmove.nowTime < 18 && rmove.nowTime > 11)
     {
         SkyType[2].SetActive(true);
         srpic.sprite = pictures[Random.Range(1, 20)];
         lights[0].SetActive(true);
         return;
     }
     if (rmove.nowTime < 24 && rmove.nowTime > 18)
     {
         SkyType[3].SetActive(true);
         srpic.sprite = pictures[Random.Range(1, 20)];
         lights[0].SetActive(true);
         return;
     }
     if (rmove.nowTime == 18)
     {
         SkyType[3].SetActive(true);
         srpic.sprite = pictures[0];
         lights[0].SetActive(true);
         return;
     }
 }
예제 #5
0
 private void Start()
 {
     keysnow = GetComponentInParent <myGM>();
     rm      = GetComponentInParent <RoomMove>();
     for (int i = 0; i < keys.Length; i++)
     {
         Debug.LogError(keys[i].Kstruct.needTime + "now: " + rm.nowTime);
         keysnow.allKeys[i] = keys[i].Kstruct;
         Debug.LogError(keys[i].Kstruct.needTime + "now: " + rm.nowTime);
         if (keys[i].Kstruct.needTime == rm.nowTime)
         {
             keys[i].Kstruct.influenceNumber = 2;
         }
         else
         {
             keys[i].Kstruct.influenceNumber = 1;
         }
     }
 }
예제 #6
0
    protected override void Start()
    {
        base.Start();

        spriteRenderer   = GetComponent <SpriteRenderer>();
        closedDoorSprite = spriteRenderer.sprite;
        rm = GetComponent <RoomMove>();

        uniqueID = UnityEngine.SceneManagement.SceneManager.GetActiveScene() + name + transform.position;
        if (InfoManager.Instance.doors.TryGetValue(uniqueID, out DoorType temp))
        {
            OpenBy = temp;
            if (OpenBy == DoorType.None)
            {
                SetDoorType(DoorType.None);
            }
        }
        else
        {
            InfoManager.Instance.doors.Add(uniqueID, OpenBy);
        }
    }
예제 #7
0
파일: UIBlock.cs 프로젝트: ptagus/LDjam47
 private void Start()
 {
     Rmove = GetComponentInParent <RoomMove>();
 }
예제 #8
0
파일: UIBlock.cs 프로젝트: ptagus/LDjam47
 public void WalkDoor(bool WalkEnable)
 {
     walkfromdoor = WalkEnable;
     Rmove        = GetComponentInParent <RoomMove>();
 }