示例#1
0
    void Start()
    {
        PlayerControl player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();

        player.SetPlayable(false);

        this.fader = FadeControl.get();
        this.fader.fade(1.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

        this.next_state = STATE.TITLE;
    }
示例#2
0
    // -------------------------------------------------------------------------------- //

    void    Start()
    {
        // プレイヤーを操作不能にする.
        PlayerControl player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();

        player.UnPlayable();

        // フェードコントロール.
        this.fader = FadeControl.get();
        this.fader.fade(1.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

        this.next_step = STEP.TITLE;
    }
示例#3
0
    // -------------------------------------------------------------------------------- //

    void    Start()
    {
        // 不允许玩家操作
        PlayerControl player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();

        player.UnPlayable();

        // 添加淡入淡出控制
        this.fader = FadeControl.get();
        this.fader.fade(1.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

        this.next_step = STEP.TITLE;
    }
示例#4
0
    // -------------------------------------------------------------------------------- //

    void    Start()
    {
        // 查找玩家的实例对象
        this.player  = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
        this.Display = GameObject.FindGameObjectWithTag("Display");
        this.player.scene_control = this;

        // 查找得分的实例
        this.main_camera = GameObject.FindGameObjectWithTag("MainCamera");

        this.level_control = new LevelControl();
        this.level_control.scene_control  = this;
        this.level_control.player         = this.player;
        this.level_control.OniGroupPrefab = this.OniGroupPrefab;
        this.level_control.create();

        this.result_control = new ResultControl();

        // GUI 控制脚本(组件)
        this.gui_control = GUIControl.get();

        // 添加淡入淡出控制.
        this.score_control = this.gui_control.score_control;

        // 清空游戏的结果
        this.result.oni_defeat_num = 0;
        this.result.eval_count     = new int[(int)EVALUATION.NUM];
        this.result.rank           = 0;
        this.result.score          = 0;
        this.result.score_max      = 0;

        for (int i = 0; i < this.result.eval_count.Length; i++)
        {
            this.result.eval_count[i] = 0;
        }


        // 开始淡入
        this.fader = FadeControl.get();
        this.fader.fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

        this.next_step = STEP.START;
    }
示例#5
0
    // -------------------------------------------------------------------------------- //

    void    Start()
    {
        // プレイヤーのインスタンスを探しておく.
        this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();

        this.player.scene_control = this;

        // カメラのインスタンスを探しておく.
        this.main_camera = GameObject.FindGameObjectWithTag("MainCamera");

        this.level_control = new LevelControl();
        this.level_control.sceneControl   = this;
        this.level_control.player         = this.player;
        this.level_control.oniGroupPrefab = this.OniGroupPrefab;
        this.level_control.Create();

        this.result_control = new ResultControl();

        // GUI 制御のスクリプト(コンポーネント).
        this.gui_control = GUIControl.get();

        // スコアのインスタンスを探しておく.
        this.score_control = this.gui_control.scoreControl;

        // ゲームの結果をクリアーしておく.
        this.result.oni_defeat_num = 0;
        this.result.eval_count     = new int[(int)EVALUATION.NUM];
        this.result.rank           = 0;
        this.result.score          = 0;
        this.result.score_max      = 0;

        for (int i = 0; i < this.result.eval_count.Length; i++)
        {
            this.result.eval_count[i] = 0;
        }

        // フェードインで開始
        this.fader = FadeControl.get();
        this.fader.Fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

        this.next_step = STEP.START;
    }
示例#6
0
    // -----------------------------------------------------------------------------------

    void Start()
    {
        // 获取角色相机对象
        this.player = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
        this.player.scene_control = this;
        this.main_camera          = GameObject.FindGameObjectWithTag("MainCamera");
        // 初始化生成器
        this.level_control = new LevelControl();
        this.level_control.scene_control  = this;
        this.level_control.player         = this.player;
        this.level_control.OniGroupPrefab = this.OniGroupPrefab;
        this.level_control.create();
        // 初始化结果计算器
        this.result_control = new ResultControl();

        // UI控制组件
        this.gui_control   = GUIControl.get();
        this.score_control = this.gui_control.score_control;

        // 清空游戏结果
        this.result.oni_defeat_num = 0;
        this.result.eval_count     = new int[(int)EVALUATION.NUM];
        this.result.rank           = 0;
        this.result.score          = 0;
        this.result.score_max      = 0;
        for (int i = 0; i < this.result.eval_count.Length; i++)
        {
            this.result.eval_count[i] = 0;
        }

        this.fader = FadeControl.get();
        this.fader.fade(3.0f, new Color(0.0f, 0.0f, 0.0f, 1.0f), new Color(0.0f, 0.0f, 0.0f, 0.0f));

        // 开始游戏
        this.next_state = STATE.START;
    }