// Start is called before the first frame update void Awake() { if (instance == null) { DontDestroyOnLoad(gameObject); instance = this; } else if (instance != null) { Destroy(gameObject); } if (SceneManager.GetActiveScene().buildIndex == 1) { other = GameObject.FindWithTag("MainCamera").GetComponent <NewCameraMoveLevel2>(); spawnPosition = spawnPosition2; } else { other1 = GameObject.FindWithTag("MainCamera").GetComponent <NewCameraMove>(); spawnPosition = spawnPosition1; } _audioSource = GetComponent <AudioSource>(); //spawnPosition = GameObject.FindGameObjectsWithTag("Respawn"); _player = GameObject.FindWithTag("Player"); _anim = GetComponentsInChildren <Animator>(); }
// Update is called once per frame void Update() { //放在重载后太快,无法检测到生成物体 if (_controlFlag) { if (SceneManager.GetActiveScene().buildIndex == 1) { other = GameObject.FindWithTag("MainCamera").GetComponent <NewCameraMoveLevel2>(); spawnPosition = spawnPosition2; } else { other1 = GameObject.FindWithTag("MainCamera").GetComponent <NewCameraMove>(); spawnPosition = spawnPosition1; } //spawnPosition = GameObject.FindGameObjectsWithTag("Respawn"); _player = GameObject.FindWithTag("Player"); _player.transform.position = spawnPosition[SpawnIndex].transform.position; _controlFlag = false; } if (_player && _player.GetComponent <Movement>().isDeath&& !_hasDead) { /*SpawnIndex = other.nowMapIndex; * deadPosition = _player.transform; * _controlFlag = true; * EndScene(); * Destroy(_player); * _player = null; * StartScene();*/ StartCoroutine(Event()); } }
// Start is called before the first frame update void Start() { CameraMoveLevel2 = GameObject.FindObjectOfType <NewCameraMoveLevel2>(); DegreeMask = GetComponentsInChildren <Transform>(); _index_on = CameraMoveLevel2.cameraNowMapIndex; foreach (var VARIABLE in DegreeMask) { VARIABLE.gameObject.SetActive(false); } DegreeMask[0].gameObject.SetActive(true); DegreeMask[_index_on + 1].gameObject.SetActive(true); }