示例#1
0
    void Start()
    {
        ReferenceMGR = FindObjectOfType <Reference_of_MGR>();
        DataMGR      = ReferenceMGR.Data_MGR;
        PoolMGR      = ReferenceMGR.Pool_MGR;
        BoardMGR     = ReferenceMGR.Board_MGR;
        UiMGR        = ReferenceMGR.UI_MGR;
        GridMGR      = ReferenceMGR.Grid_MGR;
        StageMGR     = ReferenceMGR.Stage_MGR;

        mFadeControl.Fadein_start();

        StartCoroutine(Board_Manage_Rountine());
    }
示例#2
0
    private IEnumerator Move_Stage_coru()
    {
        Setoff_obj.SetActive(false);
        gameMGR.UiMGR.mShop.onoff_shop(false);

        if (gameMGR.Game_round == 5)
        {
            while (true)
            {
                mTransform.position = Vector3.Lerp(mTransform.position, new Vector3(2, 0, 75), 0.025f);

                if (75 - transform.position.z < 1)
                {
                    Move_coru = null;
                    Round_Animation.SetBool("FADE", false);

                    circle_a.SetActive(true);
                    circle_b.SetActive(true);

                    yield return(new WaitForSeconds(4));

                    mfadeControl.gameObject.SetActive(true);
                    mfadeControl.Fadeout_start();
                    yield return(new WaitForSeconds(3));

                    Camera.main.gameObject.SetActive(false);
                    canvas_.worldCamera = BossCam_;
                    BossCam_.gameObject.SetActive(true);
                    mfadeControl.Fadein_start();


                    Setoff_obj.SetActive(true);
                    gameMGR._state      = Board_Define.GAME_READY;
                    mTransform.position = new Vector3(0, 0, mMove_Pos[gameMGR.Game_round - 2]);
                    yield break;
                }
                yield return(null);
            }
        }
        else
        {
            Round_Text.text = Text_Define.STAGE + gameMGR.Game_round;
            Round_Animation.SetBool("FADE", true);

            while (true)
            {
                //transform.Translate(Vector3.forward * Time.deltaTime*0.1f);
                mTransform.position = Vector3.Lerp(mTransform.position, new Vector3(0, 0, mMove_Pos[gameMGR.Game_round - 2]), 0.03f);

                Debug.Log(gameMGR.Game_round);
                if (mMove_Pos[gameMGR.Game_round - 2] - transform.position.z < 1)
                {
                    Setoff_obj.SetActive(true);
                    //mTransform.position = new Vector3(0, 0, mMove_Pos[gameMGR.Game_round-2]);
                    gameMGR._state = Board_Define.GAME_READY;
                    Move_coru      = null;
                    Round_Animation.SetBool("FADE", false);
                    yield break;
                }

                yield return(null);
            }
        }
    }