// Start is called before the first frame update void Start() { CameraPos = this.transform.position; enemyTime = 0; enemyCount = 1; stageList = new List <Stage>(); wallList = new List <Wall>(); CreateStage cs = this.GetComponent <CreateStage>(); cs.Create(new Vector3(-1, 0, 1), ROOM_NUM); f = this.GetComponent <Follow>(); TargetColor = new Color(0.0f, 1.0f, 0.0f, 0.0f); // 作成していたStageを読み取り初期化 Initilize_Stage(); // Initilize_Wall(); // pm = this.gameObject.GetComponent <ProbabilityMap>(); ShotEffect.parent = new TokenMgr <ShotEffect>("Exploson", ENEMY_NUM); }
public override void OnInspectorGUI() { Vector3 pos = Vector3.zero; //元のInspector部分を表示 base.OnInspectorGUI(); //targetを変換して対象を取得 CreateStage createStage = target as CreateStage; //publicMethodを実行する用のボタン if (GUILayout.Button("CrateStage")) { createStage.Create(pos); } if (GUILayout.Button("DeleteStage")) { createStage.Delete(); } }
// Start is called before the first frame update void Start() { stageList = new List <Stage>(); wallList = new List <Wall>(); mapList = new List <List <Map> >(); mapList.Add(new List <Map>()); stageIDList = new List <List <int> >(); for (int i = 0; i < ROOM_NUM + 1; i++) { stageIDList.Add(new List <int>()); } if (SceneManager.GetActiveScene().name != "Select") { // ステージを自動生成 CreateStage cs = createStageManager.GetComponent <CreateStage>(); cs.Create(new Vector3(-1, 0, 1), ROOM_NUM); } else { stageCenterPos = Vector3.zero; //startPos = new Vector3(-1, -104, -3); } stageFoundation.transform.position = new Vector3(stageCenterPos.x, -158f, stageCenterPos.z); pm = this.GetComponent <ProbabilityMap>(); TargetColor = new Color(0.0f, 1.0f, 0.0f, 0.0f); mainCamera = GameObject.FindGameObjectWithTag("MainCamera"); mainCamera.transform.position = new Vector3(stageCenterPos.x, 65f, stageCenterPos.z - 30f); cameraFollow = mainCamera.GetComponent <Follow>(); Camera camera = mainCamera.GetComponent <Camera>(); dp = this.GetComponent <DisplayPurpose>(); InitilizePlayer(startPos, mainCamera); if (SceneManager.GetActiveScene().name != "Select") { InitilizeHostage(endPos); InitilizeDecoy(); InitilizeEnemy(); InitilizeStartEffect(startPos, startEffect); } else { mainCamera.transform.position = new Vector3(0f, -90f, -5f); player.transform.position = new Vector3(0, -104, 0); dp.SetPurposeText("難易度を選ぼう"); } ShotEffect.parent = new TokenMgr <ShotEffect>("Exploson", ENEMY_NUM); ShotStartEffect.parent = new TokenMgr <ShotStartEffect>("Exploson7", ENEMY_NUM); hostageFlag = false; moveCameraFlag = false; dangerUIText = dangerUI.GetComponentInChildren <Text>(); cautionUIText = cautionUI.GetComponentInChildren <Text>(); cautionUI.SetActive(false); dangerUI.SetActive(false); StartCoroutine("MoveCamera"); }