public override void Enter(MainSceneManager obj) { base.Enter(obj); obj.Player.StateMachine.ChangeState(PlayerPause.Instance); m_ClearImage = Instantiate(Resources.Load <Image>("Prefabs/Clear"), obj.Canvas.transform); Action action = () => { Transform canvasTrans = GameObject.Find("Canvas").gameObject.GetComponent <Transform>(); ClearPanel panel = Instantiate(Resources.Load("Prefabs/ClearPanel"), canvasTrans) as ClearPanel; }; GameManager manager = GameManager.Instance; obj.StartCoroutine(manager.WaitAndAction(1.5f, action)); //ステージ情報のセーブ Scene thisScene = SceneManager.GetActiveScene(); StageInfo thisStageInfo = manager.StageInfo [thisScene.name]; thisStageInfo.progress = 100; for (int i = 0; i < 3; i++) { thisStageInfo.coin [i] = obj.GetCoinState(i); } manager.ChangeStageInfo(thisScene.name, thisStageInfo); SoundManager sound = SoundManager.Instance; sound.StopBGM(); sound.PlayJingle("GameClear"); }
private void Start() { PausePanel.SetActive(false); ClearPanel.SetActive(false); OverPanel.SetActive(false); gamePanelCanvasGroup = PausePanel.transform.parent.GetComponent <CanvasGroup>(); }
private void Update() { if (killCt == SpawnCount && !isClear) { ClearPanel.SetActive(true); isClear = true; StartCoroutine(Delay()); } }
public void OpenClearPanel() => ClearPanel.SetActive(true);