// Use this for initialization void Start() { levelTableObject = Instantiate(Resources.Load<GameObject>(levelTablePath)); levelTableObject.transform.SetParent(transform); _levelTables = levelTableObject.GetComponent<LevelTables>(); mainCameraObject = Instantiate(Resources.Load<GameObject>(mainCameraPath)); mainCameraObject.transform.SetParent(transform); _mainCamera = mainCameraObject.GetComponent<Camera>(); probeObject = Instantiate(Resources.Load<GameObject>(probePath)); probeObject.transform.SetParent(transform); lightObject = Instantiate(Resources.Load<GameObject>(lightPath)); lightObject.transform.SetParent(transform); //_directionalLight = lightObject.GetComponent<Light>(); eventSystemObject = Instantiate(Resources.Load<GameObject>(eventSystemPath)); eventSystemObject.transform.SetParent(transform); gameUIObject = Instantiate(Resources.Load<GameObject>(gameUIPath)); gameUIObject.transform.SetParent(transform); _gameUI = gameUIObject.GetComponent<GameUI>(); gameControllerObject = Instantiate(Resources.Load<GameObject>(gameControllerPath)); _gameController = gameControllerObject.GetComponent<GameController>(); gameControllerObject.transform.SetParent(transform); audioSources = GetComponents<AudioSource>(); }
// Use this for initialization void Start() { appController = transform.root.gameObject.GetComponent<AppliController>(); GameScene gameScene = appController.GetCurrentScene().GetComponent<GameScene>(); gameController = gameScene.gameController; nextLevel = -1; audioSource = GetComponent<AudioSource>(); levelState = _eLevelState.STAND; levelTableScript = gameScene.levelTables; levelChangePrefab = Resources.Load<GameObject>(levelChangePath); animationPrefab = Resources.Load<GameObject>(animationPath); gOption = gameScene.gameUI.gamePause; // gameScene.gameUI.gameInfoCanvas.GetComponentInChildren<fieldImage>().gameObject.GetComponent<Button>().onClick.AddListener(TouchChange); }