private void Awake() { if (instance == null) { instance = this; } }
private void Awake() { treasureController = TreasureController.Instance; _gameManager = GameManager.Instance; _gameManager.OnGameStateChanged.AddListener(OnGameStateChangedHandler); //Initializing(); }
private void Awake() { _gameManager = GameManager.Instance; _playerAction = PlayerAction.Instance; _playerTransport = PlayerTransport.Instance; _switchScene = SwitchScene.Instance; _placesController = PlacesController.Instance; _treasureController = TreasureController.Instance; _gameManager.OnGameStateChanged.AddListener(OnGameStateChangedHandler); ActiveTrasureAnimation(false); }
private void Awake() { _templateController = ItemTemplateController.Instance; _treasureController = TreasureController.Instance; _playerAction = PlayerAction.Instance; _switchScene = SwitchScene.Instance; _itemsReceive = new Stack <ItemPickUp>(); _currentSpawnItems = new List <SpawnItem>(); ActiveReceiveCanvas(false); _itemTemp = _itemPrefab; }
// OnTriggerEnter2D is inconsistent, so we use ontriggerstay void OnTriggerStay2D(Collider2D other) { if (other.gameObject.tag == "Exit") { standingOnExit = true; } else if (other.gameObject.tag == "Treasure") { standingOnTreasure = true; treasureReference = other.gameObject.GetComponent <TreasureController>(); } }
private void GenerateTreasure() { int x = Random.Range(0, (width / 2)) * 2; int y = Random.Range(0, (height / 2)) * 2; Vector3 pos = new Vector3(x - width / 2f, 1.25f, y - height / 2f); if (treasureController == null) { treasureController = Instantiate(treasure, pos, Quaternion.identity).GetComponent <TreasureController>(); } else { treasureController.transform.localPosition = pos; } treasureController.position = pos; }
bool hit = false;//当たったらtrueに // Start is called before the first frame update void Start() { treasureCon = treasureController.GetComponent <TreasureController>(); }