void Start() { //TODO: maybe do other things before starting the game //go to start if we are in main scene SceneManager.Scene mainScene = SceneManager.Scene.main; if (Application.loadedLevelName == mainScene.ToString()) { sceneManager.LoadScene(SceneManager.Scene.start); } else { sceneManager.InitScene(); } }
/// <summary> /// When completed fade of scene then kick this callback. /// </summary> /// <param name="scene">Current scene</param> private async void OnCompletedFadeIn(SceneManager.Scene scene) { if (scene != SceneManager.Scene.Title) { return; } // タイトル再生->bgm 再生->ボタン表示 await titleUI.PlayAsync(TitleUI.Tag.Init); AudioManager.Instance.PlayBGM(BGM_ID.Title, bgmFadeDuration); await buttonUI.PlayAsync(ButtonUI.Tag.Init); buttonUI.button.interactable = true; }
void Update() { if(tempScene != sceneManager.scene) { foreach(Scene scene in hostileScenes) { if (scene.npcName == "Rats3c" && scene.dialogueEnd) { foreach (Collider c in collidersToRemove) { c.enabled = false; } turnHostile = true; } else if(!scene.npcName.Contains("Rats3") && scene.dialogueEnd) { foreach (Collider c in collidersToRemove) { c.enabled = false; } turnHostile = true; } } tempScene = sceneManager.scene; } if (turnHostile && gameManager.state == GameManager.State.Nav || gameManager.state == GameManager.State.End) { GetComponent<EnemyInfo>().enabled = true; GetComponent<rotateEnemy> ().watchRange = 1000; tag = "Enemy"; GetComponent<NPCDialogue>().enabled = false; turnHostile = false; } }
void Start() { sceneManager = GameObject.FindObjectOfType<SceneManager>(); tempScene = sceneManager.scene; gameManager = GameObject.FindObjectOfType<GameManager>(); }