// 游戏的几种状态 public void Success() { Time.timeScale = 0f; RestartBtn.SetActive(true); PauseBtn.SetActive(false); JoyStickBtn.SetActive(false); SuccessText.SetActive(true); }
public void GamePause() { Time.timeScale = 0f; PauseBtn.SetActive(false); ContinueBtn.SetActive(true); RestartBtn.SetActive(true); JoyStickBtn.SetActive(false); ArchiveBtn.SetActive(false); }
public void GameOver() { Time.timeScale = 0f; GameOverText.SetActive(true); RestartBtn.SetActive(true); ArchiveBtn.SetActive(true); PauseBtn.SetActive(false); JoyStickBtn.SetActive(false); }
public void GameContinue() { Time.timeScale = 1f; PauseBtn.SetActive(true); ContinueBtn.SetActive(false); JoyStickBtn.SetActive(true); RestartBtn.SetActive(false); ArchiveBtn.SetActive(false); GameOverText.SetActive(false); StartBtn.SetActive(false); }
void Start() { Object[] _obj; m_Hand_RObj = GameObject.FindGameObjectWithTag("Hand_R"); m_UIPlayerState = FindObjectOfType <UIPlayerState>(); m_JoyStickBtn = FindObjectOfType <JoyStickBtn>(); m_GetWeaponTrail = m_Hand_RObj.transform.root.gameObject.GetComponent <PlayerController>(); int _index = m_GetWeaponTrail.Setint(); switch (_index) { case 1: m_nKey = 0; _obj = Resources.LoadAll("Weapon/2Hand-Sword"); for (int i = 0; i < _obj.Length; ++i) { m_DicWeaponObj.Add(i, _obj[i] as GameObject); } break; case 2: m_nKey = 4; //전사의 무기 갯수는 4개이기 떄문에 +4 _obj = Resources.LoadAll("Weapon/Magician"); for (int i = 0; i < _obj.Length; ++i) { if (i == 0) { m_DicWeaponObj.Add(i, _obj[i] as GameObject); } else { m_DicWeaponObj.Add(i + 4, _obj[i] as GameObject); } } break; } for (int i = 0; i < m_DicWeaponObj.Count; ++i) { if (i == 0) { m_DicIndex.Add(m_DicWeaponObj[i].name, i + 1); } else { m_DicIndex.Add(m_DicWeaponObj[m_nKey + i].name, i + 1); } } }