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; }
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)); }