예제 #1
0
    // Use this for initialization
    void Start()
    {
        transitionText = GameObject.Find("TransitionControllers").GetComponent <TransitionText>();
        GetComponent <SpriteRenderer>().enabled = false;

        if (Application.loadedLevelName == "LevelTesting" || Application.loadedLevelName == "GraphicsTesting")
        {
            this.enabled = false;
        }
    }
예제 #2
0
파일: KataMove.cs 프로젝트: balusk13/MKKA
        public override string ToString()
        {
            string ret = "";

            ret += isSeries > 0 ? "Series of " : "";
            ret += SourceSide.Trim().Length > 0 ? SourceSide.ToLower() + " " : "";
            ret += ActionType.Trim().Length > 0 ? ActionType.ToLower() + " " : "";
            ret += SourcePart.Trim().Length > 0 ? SourcePart.ToLower() + " " : "";
            ret += TransitionText.Trim().Length > 0 ? TransitionText.ToLower() + " " : "";
            ret += DestSide.Trim().Length > 0 ? DestSide.ToLower() + " " : "";
            ret += DestPart.Trim().Length > 0 ? DestPart.ToLower() + " " : "";
            ret += SpecialText.Trim().Length > 0 ? SpecialText.ToLower() + " " : "";
            return(ret);
        }
예제 #3
0
    // Load one lvl
    void Start()
    {
        text.text = "NOP";
        transit = this.GetComponent<TransitionText>();
        // get GameObject tagged gameController
        gameController = GameObject.FindGameObjectWithTag("GameController").GetComponent<GameController>();

        // define position based on light and camera
        currentPosition = new Vector3(environnement.position.x, environnement.position.y, environnement.position.z);

        // randomize the terrain /!\ This part is to complete to count the difficulty of lvl /!\
        GameObject toInstantiate = terrain[Random.Range (0, terrain.Length)];
        GameObject toInstantiate2 = terrain[Random.Range (0, terrain.Length)];

        // instantiate the current lvl
        currentLvl = Instantiate (toInstantiate, currentPosition, Quaternion.identity) as GameObject;

        // if instantiate don't fail
        if (currentLvl != null) {
            // pos : position of the next lvl
            Vector3 pos = new Vector3(currentPosition.x + currentLvl.GetComponent<Collider>().bounds.size.x, currentPosition.y, currentPosition.z);

            // instantiate the next lvl at position "pos"
            nextLvl = Instantiate (toInstantiate2, pos, Quaternion.identity) as GameObject;

            // if instantiate don't fail : set all parent lvl to GameController
            if (nextLvl != null) {
                currentLvl.transform.SetParent(gameController.transform);
                nextLvl.transform.SetParent(gameController.transform);
            }
            else
                Debug.Log("Failed to instantiate the next lvl");
        }
        else
            Debug.Log("Failed to instantiate the current lvl");
        // at the beginning there is no preivous lvl
        previousLvl = null;
    }
예제 #4
0
 void Awake()
 {
     transitionScreen = GetComponent <TransitionScreen>();
     transitionText   = GetComponent <TransitionText>();
 }