示例#1
0
        public Level(Hero hero, bool isTopLevel)
        {
            _tiles = new Dictionary<Location, Tile>();
            _actors = new List<Actor>();
            _items = new Dictionary<Location, Item>();
            _walkables = new Dictionary<Location, Entity>();
            _effectQueue = new LinkedList<EffectDescription>();

            _actorLocations = new HashSet<Location>();
            curActor = 0;

            upLevel = null;
            downLevel = null;
            levelChange = LevelChange.None;

            _isTopLevel = isTopLevel;

            _hero = hero;
        }
示例#2
0
        public void changeLevel(LevelChange change)
        {
            if (change == LevelChange.Up && _isTopLevel) return;
            levelChange = change;

            if (levelChange == LevelChange.Down && downLevel == null)
            {
                downLevel = new Level(_hero, false);
                DungeonGenerator.generateDungeon(downLevel, 200, 200);
                downLevel.upLevel = this;
            }
        }
示例#3
0
    //難易度選択をinstantiateする
    void FCStart()
    {
        levelChangeObject = Instantiate(levelChangePrefab);
        levelChangeObject.transform.SetParent(this.transform);
        fChangeScript = levelChangeObject.GetComponent<LevelChange>();
        fChangeScript.levelController = this;

        //メインカメラをノンアクにする
        GameScene gameScene = transform.root.gameObject.GetComponent<AppliController>().GetCurrentScene().GetComponent<GameScene>();
        gameScene.mainCamera.transform.Rotate(new Vector3(0.0f, 0.0f, -lyingAngle),Space.Self);
        //gameScene.directionalLight.color = new Color(1.0f,1.0f,1.0f);

        //gameScene.gameController.gameObject.SetActive(false);
        gameScene.gameController.nodeController.gameObject.SetActive(false);
        gameScene.gameController.arrowControllerObject.SetActive(false);
        gameScene.gameController.frameControllerObject.SetActive(false);
        gameScene.gameUI.gameInfoCanvas.gameObject.SetActive(false);
    }