private void StartNewGame() { StopBgm(); focusStatus = focus.none; SaveSystem.DeleteSaveFile(); GameManager.stage = SaveSystem.initialStage; GameManager.enabledArms = SaveSystem.initialEnabledArms; GameManager.position = SaveSystem.initialPosition; GameManager.isLoadingSaveData = false; loading_1.SetActive(true); stageLoader.LoadStage(GameManager.stage); }
// Use this for initialization void Start() { stageStartTime_ = Time.time; fishCount_ = 20; //instantiate for (int i = 0; i < FISH_INSCREEN_MAX_NUM; ++i) { fishPool_[i] = Instantiate(fish_, Vector3.zero, Quaternion.identity) as GameObject; fishPool_[i].SetActive(false); } for (int i = 0; i < LARGE_HOLE_INSCREEN_MAX_NUM; ++i) { largeHolePool_[i] = Instantiate(large_hole_, Vector3.zero, Quaternion.identity) as GameObject; largeHolePool_[i].SetActive(false); } for (int i = 0; i < FISH_HOLE_INSCREEN_MAX_NUM; ++i) { fishHolePool_[i] = Instantiate(fish_hole_, Vector3.zero, Quaternion.identity) as GameObject; fishHolePool_[i].SetActive(false); } for (int i = 0; i < CRACK_INSCREEN_MAX_NUM; ++i) { crackPool_[i] = Instantiate(crack_, Vector3.zero, Quaternion.identity) as GameObject; crackPool_[i].SetActive(false); } for (int i = 0; i < ROCK_INSCREEN_MAX_NUM; ++i) { rockPool_[i] = Instantiate(rock_, Vector3.zero, Quaternion.identity) as GameObject; rockPool_[i].SetActive(false); } for (int i = 0; i < SHOP_INSCREEN_MAX_NUM; ++i) { shopPool_[i] = Instantiate(shop_, Vector3.zero, Quaternion.identity) as GameObject; shopPool_[i].SetActive(false); } bInGoal_ = false; if (getCurrentStage() < 1 || getCurrentStage() > 2) { setCurrentStage(1); } //currentStage_ = 1; //worldScript_.loadStage(currentStage_); stageLoader_.LoadStage(StageLoader.StageStyle.orignal, currentStage_); shopScript_.SetShopStage(currentStage_); shopScript_.SetShopUIVisible(false); pauseTime_ = 0.0f; bInShop_ = false; bPause_ = false; bDie_ = false; }
public void LoadTargetStage_CHEAT() { int level = int.Parse(levelInput.text); int stage = int.Parse(stageInput.text); LogMonitor.instance.AddLog($"## CHEAT CALLED ##"); LogMonitor.instance.AddLog($"lv : {level}, st : {stage}"); StageLoader.LoadStage(level, stage); LoadingManager.instance.LoadScene("IngameScene"); }
/// <summary> /// 스테이지 선택 함수 /// </summary> /// <param name="stage">선택 스테이지.</param> public void SelectStage(int stage) { environmentAnim.SetTrigger("isEnter"); // 로딩시 출력 팁 선택 int tipOrder = -1; if (curSelectLevel == 1) { if (stage == 1) { tipOrder = 0; } else if (stage == 2) { tipOrder = 1; } } LoadingManager.instance.SetTip(tipOrder); StageLoader.LoadStage(curSelectLevel, stage); LoadingManager.instance.LoadScene("IngameScene", curSelectLevel, stage); }
public void Load(StageLoader loader) { Debug.Log($"Sending to stage {stageNumber}: {stageName}"); loader.LoadStage(this); }