public void _WhenSceneLoad() { _SMSC = _MyCamera.GetComponent <StageManagerSC>(); if (SceneManager.GetActiveScene().name == _WarpScene) { _SetPortal(); } if (_ChairRespawn == true) { _ChairRespawn = false; _SMSC._ChairStart(); _RB.bodyType = RigidbodyType2D.Dynamic; } if (_PassingPortal == true) { _PassingPortal = false; transform.position = _WarpPos; _CanControl = true; } if (_PassingGate == true) { _PassingGate = false; transform.position = _SMSC._Gates[_GateNumber].position; if (_JumpGate == false) { if (_AutoWalk != 0) { StartCoroutine(_StopAutoMove()); } else { StartCoroutine(_FallGateEvent()); } } else if (_JumpGate == true) { transform.position = transform.position + Vector3.up * 2f; if (_JumpGateDir == 0) { _AutoWalk = _SR.flipX == false ? 0.5f : _SR.flipX == true ? -0.5f : 0; } else if (_JumpGateDir != 0) { _AutoWalk = _JumpGateDir * 0.5f; _SR.flipX = _JumpGateDir > 0 ? false : _JumpGateDir < 0 ? true : false; } StartCoroutine(_JumpGateEvent()); } } _MusicCheck(); _Canvas.GetComponent <Canvas>().worldCamera = _MyCamera.GetComponent <Camera>(); _Canvas.GetComponent <Canvas>().sortingLayerName = "UI"; _Canvas.GetComponent <PauseSC>()._FadeObj.GetComponent <UIFaderSC>()._FadeOut(); _TargetMark.transform.position = transform.position; }
// 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>(); }
// Use this for initialization void Start() { //Debug.Log(Input.GetJoystickNames()[0] + "연결"); _SR = GetComponent <SpriteRenderer>(); _SR1 = _Hitbox.GetComponent <SpriteRenderer>(); _ANI = GetComponent <Animator>(); _AS = GetComponent <AudioSource>(); if (_BGMPlayer == null) { _BGMPlayer = _Hitbox.GetComponent <AudioSource>(); } _Hitbox.GetComponent <AudioSource>().clip = _MyCamera.GetComponent <StageManagerSC>()._StageBGM; _Canvas.GetComponent <Canvas>().worldCamera = _MyCamera.GetComponent <Camera>(); material = GetComponent <SpriteRenderer>().material; _CurrentWalkSpeed = _DefaultWalkSpeed; _DefaultGravity = _RB.gravityScale; _SMSC = _MyCamera.GetComponent <StageManagerSC>(); StartCoroutine(StartC()); }
void OnTriggerEnter2D(Collider2D col) { if (_Touched == false && col.gameObject.layer == 9) { _Touched = true; for (int i = 0; i < _ShutterSC.Length; i++) { _ShutterSC[i]._Close(); } StageManagerSC._LSC._CanControl = false; float _BosDir = _Boss.transform.position.x - StageManagerSC._LumiaInst.transform.position.x; StageManagerSC._LumiaInst.GetComponent <SpriteRenderer>().flipX = _BosDir > 0 ? false : _BosDir < 0 ? true : false; _CurrentSM = StageManagerSC._WorkingCam.GetComponent <StageManagerSC>(); _PrevMin = _CurrentSM._CamMinPos; _PrevMax = _CurrentSM._CamMaxPos; _CurrentSM._CamMinPos = _NewMin; _CurrentSM._CamMaxPos = _NewMax; _Boss.SetActive(true); } }
// Start is called before the first frame update void Start() { _SMSC = StageManagerSC._WorkingCam.GetComponent <StageManagerSC>(); }