Пример #1
0
    // Use this for initialization
    void Start()
    {
        state = Charselect.SELECT;
        //ゲーム中の選択状態をリセット
        ActionRecordManager.sActionRecord.Reset();

        //実績解放によって表示を変更
        if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.no1))
        {
            soaps[3].active = false;
        }
        else
        {
            soaps[2].active = false;
        }

        if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure1) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure2) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure3) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure4))
        {
            soaps[1].active = false;
        }
        else
        {
            soaps[0].active = false;
        }
        BGMManager.Instance.PlayBGM("Character_Choice_BGM", 1.0f);
    }
Пример #2
0
 void LoadSave()
 {
     if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.PlayMeizin))
     {
         weatherflg[0] = true;
         numWeather++;
     }
     if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.PlayTatuzin))
     {
         weatherflg[1] = true;
         numWeather++;
     }
     if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.Muteki))
     {
         weatherflg[2] = true;
         numWeather++;
     }
 }