// Use this for initialization void Start() { _Lumia = transform.parent.gameObject; _RB = _Lumia.GetComponent <Rigidbody2D>(); _ANI = _Lumia.GetComponent <Animator>(); _AS = _Lumia.GetComponent <AudioSource>(); _LumiaSC = transform.parent.GetComponent <Lumia_SC>(); }
// Start is called before the first frame update void Start() { _LSC = StageManagerSC._LSC; _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>(); _UISC = transform.parent.GetComponent <PauseSC>(); _NoDamageToggle(false); _NoHitToggle(false); }
IEnumerator StartC() { while (StageManagerSC._LumiaInst == null) { yield return(null); } _LSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>(); }
// Use this for initialization void Start() { _RB = GetComponent <Rigidbody2D>(); _LSC = _Lumia.GetComponent <Lumia_SC>(); _AS = GetComponent <AudioSource>(); _PDSC = transform.GetChild(0).GetComponent <PlayerDetectorSC>(); _SMSC = StageManagerSC._WorkingCam.GetComponent <StageManagerSC>(); _Ani = GetComponent <Animator>(); }
// Start is called before the first frame update void Start() { _LSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>(); _LSC._SwordMax = 5; _LSC._SwordStock = 5; _LSC._Canvas.GetComponent <PauseSC>()._UpdateSwordMax(); _LSC._Canvas.GetComponent <PauseSC>()._UpdateSwordCurrent(); transform.parent.GetComponent <DialogueSC>()._StartLine = 16; transform.parent.GetComponent <DialogueSC>()._EndLine = 16; }
IEnumerator StartC() { while (StageManagerSC._LumiaInst == null) { yield return(null); } _LSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>(); _HBSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>()._Hitbox.GetComponent <LumiaHitboxSC>(); _UpdateMaxHp(); _UpdateSwordMax(); }
IEnumerator _FindLumia() { while (StageManagerSC._LumiaInst == null) { yield return(null); } if (_Lumia == null) { _Lumia = StageManagerSC._LumiaInst; } if (_Lumia_SC2 == null) { _Lumia_SC2 = _Lumia.GetComponent <Lumia_SC>(); } }
public static void _CharSave() { Lumia_SC _LSC = StageManagerSC._LumiaInst.GetComponent <Lumia_SC>(); BinaryFormatter _BF = new BinaryFormatter(); FileStream file = File.Create(Application.persistentDataPath + "/CharSave" + _LSC._FileNumber + ".dat"); CharSaveCon data = new CharSaveCon(); data._Scene = _LSC._SavedScene; data._HP_Max = _LSC._Hitbox.GetComponent <LumiaHitboxSC>()._HP_Max; data._PlayTime = _LSC._PlayTime; data._SwordMax = _LSC._SwordMax; data._Money = _LSC._Money; data._HaveVessel = _LSC._HaveVessel; data._SlashAtkLv = _LSC._SlashAtkLv; data._ShotAtkLv = _LSC._ShotAtkLv; data._AtkSpeedLv = _LSC._AtkSpeedLv; data._WarpLv = _LSC._WarpLv; data._SwordSizeLv = _LSC._SwordSizeLv; data._PermanentFlag = _LSC._PermanentFlag; _BF.Serialize(file, data); file.Close(); Debug.Log("캐릭터 데이터가 " + _LSC._FileNumber + "번 파일에 저장되었습니다." + data._HP_Max); }
// Start is called before the first frame update void Start() { _MapOffsetNow = _MapOffset; _WorkingCam = gameObject; if (_GenerateAtStart == true && _LumiaInst == null) { Debug.Log("루미아 생성"); //필수 Instantiate 생성 _LumiaInst = Instantiate(_LumiaPrefab); _LSC = _LumiaInst.GetComponent <Lumia_SC>(); GameObject _TargetMark = Instantiate(_TargetMarkPrefab); _CanvasInst = Instantiate(_CanvasPrefab); //주인공 캐싱 _LSC._TargetMark = _TargetMark; _LSC._Canvas = _CanvasInst; LumiaHitboxSC _LHBSC = _LSC._Hitbox.GetComponent <LumiaHitboxSC>(); _LHBSC._Canvas = _CanvasInst; _LHBSC._FadeObj = _CanvasInst.GetComponent <PauseSC>()._FadeObj; //저장된 능력치 로드 if (SysSaveSC._Load_Required == true) { SysSaveSC._Load_Required = false; _LHBSC._HP_Max = SysSaveSC._Loaded_HP_Max; _LHBSC._HP_Current = SysSaveSC._Loaded_HP_Max; _LSC._SavedScene = SysSaveSC._Loaded_SavedScene; _LSC._FileNumber = SysSaveSC._Loaded_FileNumber; _LSC._PlayTime = SysSaveSC._Loaded_PlayTime; _LSC._SwordMax = SysSaveSC._Loaded_SwordMax; _LSC._SwordStock = SysSaveSC._Loaded_SwordMax; _LSC._Money = SysSaveSC._Loaded_Money; _LSC._HaveVessel = SysSaveSC._Loaded_HaveVessel; _LSC._SlashAtkLv = SysSaveSC._Loaded_SlashAtkLv; _LSC._ShotAtkLv = SysSaveSC._Loaded_ShotAtkLv; _LSC._AtkSpeedLv = SysSaveSC._Loaded_AtkSpeedLv; _LSC._WarpLv = SysSaveSC._Loaded_WarpLv; _LSC._SwordSizeLv = SysSaveSC._Loaded_SwordSizeLv; _LSC._PermanentFlag = SysSaveSC._Loaded_PermanentFlag; } //의자 존재여부 확인 if (_Chair != null && _Chair.activeSelf == true) { _ChairStart(); } else if (_StartPos != Vector2.zero) { _LumiaInst.transform.position = _StartPos; } //시스템 설정 불러오기 SysSaveSC._SysLoad(); } //스테이지 초기화 if (_LumiaInst != null) { if (_LSC == null) { _LSC = _LumiaInst.GetComponent <Lumia_SC>(); } _LSC._MyCamera = gameObject; _CamSC = _LumiaInst.GetComponent <LumiaCamSC>(); _CamSC._MyCamera = gameObject; _LSC._WhenSceneLoad(); _CamSC._CameraControl(); transform.position = _LumiaInst.GetComponent <LumiaCamSC>()._CamPos1; } }
// Use this for initialization void Start() { _Parent = transform.parent.gameObject; _Lumia = _Parent.GetComponent <SwordSC>()._Lumia; _LSC = _Lumia.GetComponent <Lumia_SC>(); }