示例#1
0
    private void Initialize()
    {
        _dungeonCreator   = GameObject.Find("Managers/DungeonCreator").GetComponent <DungeonCreator>();
        _cameraController = GameObject.FindGameObjectWithTag("MainCamera").GetComponent <MainCamController>();
        _monsterManager   = GameObject.Find("Managers/MonsterManager").GetComponent <MonsterManager>();
        _trapManager      = GameObject.Find("Managers/TrapManager").GetComponent <TrapManager>();
        _uiManager        = GameObject.Find("Managers/UIManager").GetComponent <UIManager>();
        _mapManager       = GameObject.Find("Managers/MapManager").GetComponent <MapManager>();
        _itemManager      = GameObject.Find("Managers/ItemManager").GetComponent <ItemManager>();
        _heroManager      = GameObject.Find("Managers/HeroManager").GetComponent <HeroManager>();

        Mode = GameMode.ROGUE_LIKE;
    }
示例#2
0
    private IEnumerator SetDefenseUI()
    {
        // Placement UI 닫기
        PlacementTrapToolTip.Instance.OffToolTip();
        PlacementMonsterToolTip.Instance.OffToolTip();
        _placement.Find("List").GetComponent <PlacementCursor>().ClearTarget();
        _PlacementMap.SetActive(false);

        // FadeIn
        StartCoroutine(Fade(true));
        yield return(YieldInstructionCache.WaitForSeconds(2.0f));

        // CutScene
        float cutDelay = PlayCutScene(GameMode.DEFENSE);

        // 미리 배치해야 될 것들
        yield return(YieldInstructionCache.WaitForSeconds(cutDelay + 0.5f));

        _cutScene.gameObject.SetActive(false);
        _PlacementMap.GetComponent <PlacementUI>().Reset();
        _placement.gameObject.SetActive(false);
        // FadeOut
        StartCoroutine(Fade(false));
        // 입구 비추기
        MainCamController mcc         = Camera.main.GetComponent <MainCamController>();
        Vector3           entrancePos = GameObject.FindGameObjectWithTag("Entrance").transform.position;

        mcc.transform.position = new Vector3(entrancePos.x, entrancePos.y, -100.0f);
        //=====================================
        // 용사 쳐들어오는 거 보여주기
        yield return(YieldInstructionCache.WaitForSeconds(5.0f));

        //=====================================
        // 카메라 돌리기
        mcc.transform.position = OperationData.MapData[mcc.Index.x, mcc.Index.y].Find("Monsters").position;

        StartCoroutine(Fade(true));
        yield return(YieldInstructionCache.WaitForSeconds(2.0f));

        // 배치 코딩 할 곳
        _DefenseMap.SetActive(true);
        StartCoroutine(Fade(false));
        yield return(YieldInstructionCache.WaitForSeconds(2.0f));
    }