void Start() { //ボタンを生むのに必要な情報を取得 g_json_script = GameObject.Find("Stageinformation").GetComponent <JsonArray>(); g_stageInformationScript = GameObject.Find("Stageinformation").GetComponent <StageInformation>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); g_spwern_script = GetComponent <SpwernButton>(); g_stage_image_Script = GameObject.Find("Stage_Image").GetComponent <Stage_Image>(); g_move_counter_Script = GameObject.Find("Stage_Move_Counter").GetComponent <Select_Move_Counter>(); //ボタンの幅を取得 g_move_g_var = g_spwern_script.g_button_y_pos; Debug.Log(g_move_g_var); //横の数を取得 g_side_stage_count = g_json_script.g_stage_side; //縦の数を取得 g_page_var_count = g_spwern_script.g_var_size; //縦の最大数を取得 g_max_var_count = g_json_script.g_stage_max_var; //生成するステージの数を取得 g_max_stageelement = g_json_script.g_stage_array_num; //1ページのステージの数を計算 g_stage_page_count = g_side_stage_count * g_page_var_count; //全部のページが埋まってた場合 if (g_max_stageelement % g_stage_page_count == 0) { //ページ数を計算 g_page_count = g_max_stageelement / g_stage_page_count; g_var_remainder = g_page_var_count; } else { g_page_count = (g_max_stageelement / g_stage_page_count) + 1; Debug.Log(g_page_count); //最後のページのステージの個数 g_stage_remainder = g_max_stageelement % g_stage_page_count; Debug.Log(g_stage_remainder); g_stage_remainder = g_stage_remainder / g_side_stage_count; Debug.Log(g_side_stage_count); if (g_stage_remainder == 0) { g_var_remainder = g_stage_remainder + 1; Debug.Log(g_var_remainder); } else { g_var_remainder = g_stage_remainder + 1; Debug.Log(g_var_remainder); } } }
// Start is called before the first frame update void Start() { g_spwern_move = GameObject.Find("Stageparent").GetComponent <SpwernButton>(); }