예제 #1
0
 private void OnTriggerEnter2D(Collider2D collision)
 {
     if (collision.tag == "Player")
     {
         TheSceneManager.getInstance().enterNextScene(UnityEngine.SceneManagement.SceneManager.GetActiveScene().name, NextSceneName, BornPositionNum);
         SceneManager.LoadScene(NextSceneName);
     }
 }
예제 #2
0
 static public TheSceneManager getInstance()
 {
     if (instance == null)
     {
         instance = new TheSceneManager();
         return(instance);
     }
     return(instance);
 }
예제 #3
0
 private void Awake()
 {
     if (_instance != null && _instance != this)
     {
         Destroy(gameObject);
     }
     else
     {
         _instance = this;
     }
     DontDestroyOnLoad(gameObject);
 }
예제 #4
0
    private void Awake()
    {
        System.DateTime currentTime = new System.DateTime();
        Random.InitState(currentTime.Millisecond);

        script1 = GameObject.Find("MainCamera").GetComponent <CameraFollow>();
        script2 = GameObject.Find("MainCamera").GetComponent <CameraFollow_Start>();

        instance = this;

        character = GameObject.Find("character");

        character.transform.position = GameFunction.getVector3(BornPosition[TheSceneManager.getInstance().BornPositionNum].position.x, BornPosition[TheSceneManager.getInstance().BornPositionNum].position.y, -0.1f);  // 更改位置
        character.GetComponent <CharacterControl>().enabled = false;
        black = GameObject.Find("black");

        script1.enabled = false;
    }
예제 #5
0
        public override bool OnMouse(int button, int state, int x, int y)
        {
            if (button == Glut.GLUT_LEFT_BUTTON && state == Glut.GLUT_DOWN)
            {
                MouseWorld = ConvertScreenToWorldCoords(x, y, TheCamera.ViewMatrix, projectionMatrix, TheCamera.Position,
                                                        TheRenderStatus);
                Vector3 playerMouseVec =
                    (new Vector3(MouseWorld.x, 0.0, MouseWorld.z) - TheGameStatus.ThePlayer.Location).Normalize();

                TheGameStatus.ThePlayer.Orientation = playerMouseVec;
//                TheGameStatus.ThePlayer.Orientation = new Vector(playerMouseVec.x, playerMouseVec.y);

                int mod = Glut.glutGetModifiers();
                if (mod == Glut.GLUT_ACTIVE_CTRL)
                {
                    TheSceneManager.TileSelected(MouseWorld);
                }
            }
            else if (button == Glut.GLUT_RIGHT_BUTTON)
            {
                // this method gets called whenever a new mouse button event happens
                mouseDown = (state == Glut.GLUT_DOWN);

                // if the mouse has just been clicked then we hide the cursor and store the position
                if (mouseDown)
                {
                    Glut.glutSetCursor(Glut.GLUT_CURSOR_NONE);
                    prevX = downX = x;
                    prevY = downY = y;
                }
                else // unhide the cursor if the mouse has just been released
                {
                    Glut.glutSetCursor(Glut.GLUT_CURSOR_LEFT_ARROW);
                    Glut.glutWarpPointer(downX, downY);
                }
            }
            return(true);
        }