public bool isFirstNightClear = false; //첫번째 밤 퀘스트 견뎠는지 여부 변수 void Start() { instance = this; theControlDialog = FindObjectOfType <ControlDialogue>(); doingEvent = false; if (eventNumber == 0) { eventNumber = 0; tempEventNumber = 1; } theFadeInOut = FindObjectOfType <FadeInOut>(); theDayAndNight = FindObjectOfType <DayAndNight>(); StartCoroutine(StartEvent()); }
private void Start() { theWeaponManager = FindObjectOfType <WeaponManager>(); theDayAndNight = FindObjectOfType <DayAndNight>(); if (LoadingSceneManager.isLoad) //비동기를 통해 씬의 로드가 완료가 되었다면 { titleUIManager = FindObjectOfType <TitleUIManager>(); titleUIManager.GetComponentInChildren <Canvas>().gameObject.SetActive(false); //Title 씬의 TitleUI Canvas를 비활성화 Invoke(nameof(StartORLoadData), 2.0f); //데이터 로드 함수 2초간 대기 } CloseWeaponController.canAttack = true; }
void Start() { instance = this; isTutorial = true; theControlDialog = FindObjectOfType <TutorialControlDialogue>(); doingEvent = false; tu_eventNumber = 1; tu_tempEventNumber = 2; theFadeInOut = FindObjectOfType <FadeInOut>(); theDayAndNight = FindObjectOfType <DayAndNight>(); isGetAxe_tu = false; tutorialAxe.SetActive(false); }
private void init(Texture2D tex) { writejson = false; finished = false; //Debug.Log(checkPCManufacturer()); //テクスチャ生成 shadow = tex; //new Texture2D(512, 512); //昼夜を描くクラスを初期化 earthrenderer = new DayAndNight(shadow); //テクスチャ画像消去 clearTexture(); //同時線の配列 sunline = new int[(shadow.width + shadow.height) * 4]; //同時線の座標を格納する配列 dawnline = new double[shadow.height * 4]; }
// Use this for initialization void Start() { day = GameObject.Find("SolELua").GetComponent <DayAndNight>(); }
private void OnDestroy() { target = end; UpdatedBGMMusic(); }
private void OnDisable() { target = end; UpdatedBGMMusic(); }
private void OnEnable() { target = start; UpdatedBGMMusic(); }
public void Start() { nightTime = FindObjectOfType <DayAndNight>(); }