// Use this for initialization void Start() { state = Charselect.SELECT; //ゲーム中の選択状態をリセット ActionRecordManager.sActionRecord.Reset(); //実績解放によって表示を変更 if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.no1)) { soaps[3].active = false; } else { soaps[2].active = false; } if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure1) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure2) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure3) && save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.kakure4)) { soaps[1].active = false; } else { soaps[0].active = false; } BGMManager.Instance.PlayBGM("Character_Choice_BGM", 1.0f); }
void LoadSave() { if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.PlayMeizin)) { weatherflg[0] = true; numWeather++; } if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.PlayTatuzin)) { weatherflg[1] = true; numWeather++; } if (save.GetComponentInChildren <CheckRecordCondition>().CheckRecordConditionClear(CheckRecordCondition.ERecordName.Muteki)) { weatherflg[2] = true; numWeather++; } }