public void FadeScreen() { ScreenFadeManager screenFadeManager = FindObjectOfType <ScreenFadeManager>(); if (screenFadeManager != null) { screenFadeManager.TurnOnAnimatorAndFadeOut(); } }
/// <summary> /// 初期化 /// </summary> private void Initialize() { // sfm = ScreenFadeManager.Instance; // クラスの登録 ss_player = AObject.Find(BSMConstant.S_PASS_PLAYER).GetComponent <SpaceShip>(); ss_enemy = AObject.Find(BSMConstant.S_PASS_ENEMY).GetComponent <SpaceShip>(); obj_timer = AObject.Find(BSMConstant.S_PASS_TIMER); Debug.Log(AObject.Find(BSMConstant.S_PASS_ENEMY_HP_BAR)); ui_PlayerHPImage = AObject.Find(BSMConstant.S_PASS_PLAYER_HP_IMAGE).GetComponent <UI_PlayerHPImage>(); ui_EnemyHP = AObject.Find(BSMConstant.S_PASS_ENEMY_HP_BAR).GetComponent <UI_EnemyHP>(); ui_TimeDraw = AObject.Find(BSMConstant.S_PASS_TIME_UI).GetComponent <UI_TimeDraw>(); ui_BattleEnd = AObject.Find(BSMConstant.S_PASS_END).GetComponent <UI_BattleEnd>(); // 爆発 explosion_1.transform.position = playerTransform.position; explosion_2.transform.position = enemyTransform.position; // 機体タイプの登録 ss_player.SetShipType(1); ss_enemy.SetShipType(2); // HP・攻撃力の初期化 i_PlayerHP = ss_player.GetHP(); i_EnemyHp = ss_enemy.GetHP(); i_PlayerAttackPower = ss_player.GetOffensivePower(); i_EnemyAttackPower = ss_enemy.GetOffensivePower(); // 制限時間を初期化 fTimeLimit = BSMConstant.TIME_LIMIT; // 自機・敵機の体力を登録 ui_PlayerHPImage.SetPlayerHP((float)i_PlayerHP); ui_PlayerHPImage.SetMaxPlayerHP((float)i_PlayerHP); ui_EnemyHP.SetEnemyHP((float)i_EnemyHp); ui_EnemyHP.SetMaxEnemyHP((float)i_EnemyHp); // タイマーを登録 ui_TimeDraw.m_TimerObj = obj_timer; ui_BattleEnd.m_Timer = obj_timer; // 終了フラグの初期化 flag_isEnd = false; }
private void Awake() { screenFadeManager = FindObjectOfType <ScreenFadeManager>(); }
void Awake() { fadeManager = ScreenFadeManager.Instance; }