Пример #1
0
    public void OnBtnClick()
    {
        switch (btntype)
        {
        case BTNMain.New:
            SceneLoad.LoadSceneHandle("home", 0);
            Debug.Log("새 게임");
            break;

        case BTNMain.Continue:
            SceneLoad.LoadSceneHandle("home", 1);
            Debug.Log("이어하기");
            break;

        case BTNMain.Option:
            Debug.Log("환경설정");
            OptionPanel.SetActive(true);
            break;

        case BTNMain.OptionExit:
            OptionPanel.SetActive(false);
            break;

        case BTNMain.Quit:
            Debug.Log("나가기");
            Application.Quit();
            break;
        }
    }
Пример #2
0
    // 플레이어 사망시 발생하는 루틴
    IEnumerator PlayerDie()
    {
        yield return(new WaitForSeconds(1f));

        GMExists = false;
        player.PlayerDie();
        SceneLoad.LoadSceneHandle("home", 0);
        Destroy(player.gameObject);
        Destroy(gameObject);
    }
Пример #3
0
    public void OnBtnClick()
    {
        switch (btntype)
        {
        case BTNInGame.Exit:

            GameObject go = FindObjectOfType <GameManager>().gameObject;
            GameManager.GMExists = false;
            Destroy(go);
            GameObject go2 = FindObjectOfType <Player>().gameObject;
            Player.playerExists = false;
            Destroy(go2);
            MySceneManager.Instance.ChangeScene("StartScene");

            break;

        case BTNInGame.Inventory:
            activeInventory = !activeInventory;
            inventoryPanel.SetActive(activeInventory);
            break;

        case BTNInGame.Manu:
            ManuPanel.SetActive(true);
            break;

        case BTNInGame.ManuExit:
            ManuPanel.SetActive(false);
            break;

        case BTNInGame.Status:
            activeStatus = !activeStatus;
            StatusPanel.SetActive(activeStatus);
            break;

        case BTNInGame.Option:
            OptionPanel.SetActive(true);
            break;

        case BTNInGame.OptionExit:
            OptionPanel.SetActive(false);
            break;

        case BTNInGame.Load:
            GameObject go3 = FindObjectOfType <GameManager>().gameObject;
            GameManager.GMExists = false;
            Destroy(go3);
            GameObject go4 = FindObjectOfType <Player>().gameObject;
            Player.playerExists = false;
            Destroy(go4);
            SceneLoad.LoadSceneHandle("home", 1);
            break;
        }
    }
Пример #4
0
    public void OnBtnClick()
    {
        switch (currentType)
        {
        case BTNType.New:
            SceneLoad.LoadSceneHandle("Stage_1", 1);
            break;

        case BTNType.Load:
            //game.GameLoad();
            SceneLoad.LoadSceneHandle(game.gaSc, 2);
            break;

        case BTNType.Option:
            CanvasGroupOn(optionGroup);
            CanvasGroupOff(mainGroup);
            break;

        case BTNType.Sound:
            if (isSound)
            {
                isSound        = false;
                SoundText.text = "Sound Off";
            }
            else
            {
                isSound        = true;
                SoundText.text = "Sound On";
            }
            break;

        case BTNType.Bgm:
            if (isBgm)
            {
                isBgm        = false;
                BgmText.text = "Bgm Off";
            }
            else
            {
                isBgm        = true;
                BgmText.text = "Bgm On";
            }
            break;

        case BTNType.Back:
            CanvasGroupOn(mainGroup);
            CanvasGroupOff(optionGroup);
            break;

        case BTNType.Main:
            SceneLoad.LoadSceneHandle("Main", 0);
            break;

        case BTNType.Exit:
            Application.Quit();
            break;

        case BTNType.Restart:
            //SceneManager를 이용하여 씬을 불러오는데, 현재 씬의 인덱스 번호를 불러와서 현재의 씬을 불러온다.
            SceneManager.LoadScene(SceneManager.GetActiveScene().buildIndex);
            break;
        }
    }