Inheritance: MonoBehaviour
示例#1
0
 public void Ison_tomainscene()
 {
     SoundManager.instance.PlaySound();
     Time.timeScale = 1;
     PlayerPrefs.SetInt(Prefstype.IsToMain, 1);
     SceneChange.Change(SceneType.Loading);
 }
示例#2
0
    void Start()
    {
        StartCoroutine(SceneChange.FadeOut(2));
        audioSource    = GetComponent <AudioSource>();
        stageCount     = stagePoints.transform.childCount;
        stagePointsObj = new GameObject[stageCount];
        stagePoint     = new StagePoint[stageCount];
        for (int i = 0; i < stageCount; i++)
        {
            stagePointsObj[i] = stagePoints.transform.GetChild(i).gameObject;
            stagePoint[i]     = stagePointsObj[i].GetComponent <StagePoint>();
        }
        cameraPoint      = new Vector3[stageCount];
        cameraT.position = cameraPoint[0] + stageToCam;
        ufoT.position    = stagePointsObj[0].transform.position + stageToUfo;
        defEmissionColor = stagePointsObj[0].GetComponent <Renderer>().materials[1].GetColor("_EmissionColor");
        stagePointsObj[select].GetComponent <Renderer>().materials[1].SetColor("_EmissionColor", selectedEmissionColor);
        StartCoroutine(SetUp());
        for (int i = 0; i < stageCount; i++)
        {
            cameraPoint[i]    = stagePointsObj[i].transform.position;
            cameraPoint[i].x /= 1.1f;
        }
        StartCoroutine(MoveCamera());

        explainText = explainObj.GetComponentInChildren <Text>();
        StartCoroutine("Explain");
    }
示例#3
0
    void Start()
    {
        SceneChange sc = GameObject.Find("SceneChenger").GetComponent <SceneChange>();

        sd = sc.GetSaveData();
        DataSet();
    }
 // Use this for initialization
 void Awake()
 {
     textimage        = GetComponent <Image>();
     textimage.sprite = images[0];
     StartCoroutine(StartNewCor());
     sceneChange = FindObjectOfType <SceneChange>();
 }
示例#5
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    public void YesButton()
    {
        SceneChange sceneChange = GetComponent <SceneChange>();

        Managers.Game.Present = present;
        sceneChange.SceneChanged("Investigate");
    }
示例#6
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 private void Update()
 {
     PlayerPrefs.SetFloat(Prefstype.BgmVol, Bgm.value);
     PlayerPrefs.SetFloat(Prefstype.SoundVol, Sound.value);
     ChapterButton.transform.localPosition = Vector3.MoveTowards(ChapterButton.transform.localPosition, new Vector3(-20 * (pages - 1), 0, 0), speed * Time.deltaTime);
     if (fadeIntrue)
     {
         if (fades < 1.0f)
         {
             fade.raycastTarget = true;
             fades     += 0.01f;
             fade.color = new Color(0, 0, 0, fades);
         }
         else if (fades >= 1.0f)
         {
             SceneChange.Change(SceneType.Loading);
             fadeIntrue = false;
         }
     }
     else if (fadeOuttrue) // fadeout
     {
         if (fades >= 0)
         {
             titlemanager.enabled = false;
             fade.raycastTarget   = true;
             fades     -= 0.01f;
             fade.color = new Color(0, 0, 0, fades);
         }
         else if (fades <= 0)
         {
             fade.raycastTarget = false;
             fadeOuttrue        = false;
         }
     }
 }
示例#7
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 private void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         SceneChange.NextRoundTug();
     }
 }
示例#8
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 // Start is called before the first frame update
 void Start()
 {
     cmp_enemyBoss = GameObject.FindGameObjectWithTag("Boss").GetComponent <Enemy_BossModel>();
     cmp_scnChng   = GetComponent <SceneChange>();
     cmp_scnCh     = GetComponent <TransitionInScene>();
     cmp_PlyMod    = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerModelo>();
 }
示例#9
0
    void Start()
    {
        StartCoroutine(GenerateAndManageStrings());
        messageText     = message.GetComponentInChildren <Text>();
        menuCount       = menus.Length;
        t_menu          = new float[menuCount];
        menuText        = new Text[menuCount];
        buttonTextColor = new Color[menuCount];
        defMenuPos      = new Vector3[menuCount];
        message.color   = Color.white - Color.black;
        cursor.color    = Color.white - Color.black;
        cursor.rectTransform.position = cursorPos_menu[0].position;
        titleLogo.color = Color.white - Color.black;
        titleLogoEffect.GetComponent <Image>().color = Color.white - Color.black;
        for (int i = 0; i < menuCount; i++)
        {
            defMenuPos[i]      = menus[i].rectTransform.position;
            menus[i].color     = Color.white - Color.black;
            menuText[i]        = menus[i].GetComponentInChildren <Text>();
            buttonTextColor[i] = menuText[i].color;
            menuText[i].color  = Color.white - Color.black;
        }
        for (int i = 0; i < 2; i++)
        {
            defYesNoPos[i] = yesNo[i].rectTransform.position;
            yesNo[i].color = Color.white - Color.black;
        }

        audioSource = GetComponent <AudioSource>();
        StartCoroutine(SceneChange.FadeOut(2));
        StartCoroutine(EnableMenu());
    }
 // Update is called once per frame
 void Update()
 {
     if (go && !SceneChange.Instance().gameObject.activeSelf&& !sarted)
     {
         dialog.enabled = true;
         sarted         = true;
     }
     if (sarted && !dialog.enabled)
     {
         Object[] ob = FindObjectsOfType <Player_Controler>();
         foreach (Player_Controler pC in ob)
         {
             pC.lockInputs = true;
         }
         if (Vector3.Distance(cam.transform.position, camEnd.transform.position) > 0)
         {
             cam.transform.position = Vector3.MoveTowards(cam.transform.position,
                                                          camEnd.transform.position,
                                                          1.0f * Time.deltaTime);
         }
         else
         {
             hud.SetActive(true);
             ob = FindObjectsOfType <Player_Controler>();
             foreach (Player_Controler pC in ob)
             {
                 pC.lockInputs = false;
             }
         }
     }
 }
示例#11
0
 public void InGameChange()
 {
     if (waveRecog.minFreq < waveRecog.maxFreq)
     {
         jsonProcess.FreqChange(waveRecog.minFreq, waveRecog.maxFreq);
     }
     StartCoroutine(SceneChange.ChangeScene("StageSelection"));
 }
示例#12
0
    public void StageLoad()
    {
        SeManager.Instance.PushedButton();
        int r = UnityEngine.Random.Range(0, _loadingImage.Count);

        _loadingImage[r].SetActive(true);
        StartCoroutine(SceneChange.LoadScene(STAGENAMES[stageNum]));
    }
示例#13
0
    //ニューゲームを押したとき
    public void NewGame()
    {
        am.PlaySE(am.SE[0]);
        SceneChange sc = GameObject.Find("SceneChenger").GetComponent <SceneChange>();

        sc.SetSaveData(new SaveLoad.SaveData());
        sc.SendScene("MainGame");
    }
示例#14
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 private void Awake()
 {
     _playerObject = GameObject.Find("Player");
     _player = _playerObject.GetComponentInChildren<Player>();
    
     _scenechange_obj = GameObject.Find("SceneChange");
     _scenechange_sri = _scenechange_obj.GetComponent<SceneChange>();
 }
示例#15
0
    // Start is called before the first frame update
    void Start()
    {
        beforeInput = false;
        image       = GameObject.Find("ScenarioImage").GetComponent <Image>();

        image.sprite = list[spriteNum];
        sceneChange  = GameObject.Find("SceneManager").GetComponent <SceneChange>();
    }
示例#16
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        protected virtual void Awake()
        {
            GameState.HasBooted = true;

            DontDestroyOnLoad(persistent);

            SceneChange.ChangeScene(buildIndexNext);
        }
示例#17
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 void Awake()
 {
     if (!gamestart)
     {
         sceneChange = this;
         SceneManager.LoadSceneAsync(scene1, LoadSceneMode.Additive);
         gamestart = true;
     }
 }
示例#18
0
文件: Maze.cs 项目: aazzxin/CubeWar
    public void Awake()
    {
        _distance = 0;

        for (int i = 0; i < MapLength; i++)
        {
            for (int j = 0; j < MapLength; j++)
            {
                PlayerPrefs.SetString("room_name_" + j + "_" + i, ""); //初始化x,y坐标Rooom的名称为空
                PlayerPrefs.SetInt("isInMap_" + j + "_" + i, 0);       //设置x,y坐标Room不在地图上
                PlayerPrefs.SetInt("isRead_" + j + "_" + i, 0);
            }
        }
        S    = 0; M = 0; L = 0;
        BOSS = 0;
        SHOP = 0;
        for (int i = 1; i <= 5; i++)
        {
            PlayerPrefs.SetInt(MazeType + "_S_" + i + "_x", -1);
            PlayerPrefs.SetInt(MazeType + "_S_" + i + "_y", -1);
            AssetDatabase.DeleteAsset("Assets/Prefabs/resources/Room/" + MazeType + "_S_" + i + ".prefab");
            PlayerPrefs.SetInt(MazeType + "_M_" + i + "_x", -1);
            PlayerPrefs.SetInt(MazeType + "_M_" + i + "_y", -1);
            AssetDatabase.DeleteAsset("Assets/Prefabs/resources/Room/" + MazeType + "_M_" + i + ".prefab");
            PlayerPrefs.SetInt(MazeType + "_L_" + i + "_x", -1);
            PlayerPrefs.SetInt(MazeType + "_L_" + i + "_y", -1);
            AssetDatabase.DeleteAsset("Assets/Prefabs/resources/Room/" + MazeType + "_L_" + i + ".prefab");
        }
        PlayerPrefs.SetInt("Boss_x", -1);
        PlayerPrefs.SetInt("Boss_y", -1);
        PlayerPrefs.SetInt("Shop_x", -1);
        PlayerPrefs.SetInt("Shop_y", -1);



        //设定初始坐标及其房间
        startX  = Random.Range(0, 4);
        startX *= 2;
        startY  = Random.Range(0, 4);
        startY *= 2;
        PlayerPrefs.SetInt("isRead_" + startX + "_" + startY, 1);
        //SetRoom(startX, startY);
        M++;//初始房间设定为中型房
        PlayerPrefs.SetString("room_name_" + startX + "_" + startY, MazeType + "_M_" + M);
        PlayerPrefs.SetInt("isInMap_" + startX + "_" + startY, 1);
        tileMap[startY, startX].isInMap = true;
        PlayerPrefs.SetInt(MazeType + "_M_" + M + "_x", startX);
        PlayerPrefs.SetInt(MazeType + "_M_" + M + "_y", startY);
        SceneChange normalModeSceneChange = this.gameObject.GetComponent <SceneChange>();

        normalModeSceneChange.direction      = "C";
        normalModeSceneChange.nextscene_name = MazeType + "_M_" + M;

        //开始随机迷宫
        Query(tileMap[startY, startX]);
        CutWall();
    }
示例#19
0
 private void Update()
 {
     if (once && !dialog.enabled)
     {
         SceneChange.Instance().gameObject.SetActive(true);
         SceneChange.Instance().sceneToChange = "Win";
         SceneChange.Instance().startChange();
     }
 }
示例#20
0
 void Start()
 {
     scene     = GameObject.Find("ChangeObject").GetComponent <SceneChange>();
     fadeImage = GetComponent <Image>();
     red       = fadeImage.color.r;
     green     = fadeImage.color.g;
     blue      = fadeImage.color.b;
     alfa      = fadeImage.color.a;
 }
 // Start is called before the first frame update
 void Start()
 {
     if (SceneChange.Instance().GO)
     {
         cam.transform.position = camStart.transform.position;
         go = SceneChange.Instance().GO;
         hud.SetActive(false);
     }
 }
示例#22
0
 /// <summary>
 /// Defines what should happen when hovering over this script's object.
 /// </summary>
 public void OnMouseOver()
 {
     if (Input.GetMouseButtonDown(0))
     {
         SceneChange.LoadSceneFromMenu("Tutorial");
         Portrait.GetInstance().gameObject.SetActive(true);
         Player.GetInstance().StartStarving(30);
         Player.GetInstance().DialogueLine = 0;
     }
 }
示例#23
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 private void Start()
 {
     this.drainage        = FindObjectOfType <Drainage>();
     this.controlRodDepth = FindObjectOfType <ControlRodDepth>();
     this.controlRodTemp  = FindObjectOfType <ControlRodTemperature>();
     this.waterPump       = FindObjectOfType <WaterPump>();
     this.coreTemp        = FindObjectOfType <CoreTemp>();
     this.energyOutput    = FindObjectOfType <EnergyOutput>();
     this.sceneChange     = FindObjectOfType <SceneChange>();
 }
示例#24
0
 // Use this for initialization
 void Start()
 {
     isPaused = false;
     if (!player)
     {
         player = FindObjectOfType <PlayerController>().gameObject;
     }
     myRenderer  = GetComponent <LineRenderer>();
     sceneChange = GameObject.Find("SceneManager").GetComponent <SceneChange>();
 }
示例#25
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    void Start()
    {
        sceneChange = GetComponent <SceneChange>();

        isFadeIn  = true;
        isFadeOut = false;

        sceneChangeSwitch = false;

        FadeTime();
    }
示例#26
0
    // Use this for initialization
    void Start()
    {
        sceneChange = GameObject.FindGameObjectWithTag("SceneManager").GetComponent <SceneChange>();

        if (sceneChange.State == SceneChange.SceneState.Play && !isMainMenu)
        {
            currentMenu = MenuState.None;
        }

        ChangeMenu(currentMenu); //Ensure there will always only be one menu open
    }
示例#27
0
    private void Start()
    {
        StartCoroutine(SceneChange.FadeOut());
        if (GameStateManager.Instance.Score != 0f)
        {
            preScore = (int)GameStateManager.Instance.Score;
        }
        remainingTime = (int)TimeCount.Instance.remainingTime;
        //preScoreとのバランスをとるために10倍する
        remainingTime *= 10;

        //Normal
        if (GameStateManager.Instance.prestate == GameStateManager.State.Game2)
        {
            datapath = "Score/Normal";
        }
        else if (GameStateManager.Instance.prestate == GameStateManager.State.Game3)
        {
            datapath = "Score/Hard";
        }
        else if (GameStateManager.Instance.prestate == GameStateManager.State.Game4)
        {
            datapath = "Score/EX";
        }


        preScoreText   = GameObject.Find("Canvas/ScoreButton/Text").GetComponent <Text>();
        timeText       = GameObject.Find("Canvas/TimeButton/Text").GetComponent <Text>();
        totalScoreText = GameObject.Find("Canvas/TotalScoreButton/Text").GetComponent <Text>();
        rankText       = GameObject.Find("Canvas/RankDisplay/Text").GetComponent <Text>();
        inputField     = GameObject.Find("Canvas/InputField").GetComponent <Image>();
        placeHolder    = GameObject.Find("Canvas/InputField/Placeholder").GetComponent <Text>();

        scoreButtonImage = GameObject.Find("Canvas/ScoreButton").GetComponent <Image>();
        timeButtonImage  = GameObject.Find("Canvas/TimeButton").GetComponent <Image>();
        timeT            = GameObject.Find("Canvas/TimeButton/TimeText").GetComponent <Text>();
        scoreT           = GameObject.Find("Canvas/ScoreButton/ScoreText").GetComponent <Text>();


        totalScoreButton = GameObject.Find("Canvas/TotalScoreButton").GetComponent <RectTransform>();

        subPerFrameScore = preScore / 100;
        subPerFrameTime  = remainingTime / 100;

        preScoreText.text   = preScore.ToString();
        timeText.text       = remainingTime.ToString();
        totalScoreText.text = totalScore.ToString();


        aud = GetComponent <AudioSource>();

        ReadFile(datapath);
        StartCoroutine(RankAnimation());
    }
示例#28
0
    private void ChanceOfEncounter()
    {
//		float p = 50.0f/187.5f;
        float p = 10f;

        if (Random.Range(0f, 100f) <= p)
        {
            CanMove = false;
            SceneChange.Encounter();
        }
    }
示例#29
0
    private IEnumerator IELoadAsyncScene(SceneChange sceneChange, float time)
    {
        yield return(new WaitForSeconds(time));

        AsyncOperation operation = SceneManager.LoadSceneAsync(sceneChange.ToString());

        while (operation.isDone == false)
        {
            yield return(null);
        }
    }
示例#30
0
    public void StartGame()
    {
        Time.timeScale = 1;
        GameObject  player      = GameObject.Find("Player");
        SceneChange sceneChange = player.GetComponent <SceneChange>();
        PauseMenu   pause       = player.GetComponent <PauseMenu>();

        pause.pauseMenu.enabled = false;
        pause.paused            = false;
        sceneChange.end         = true;
    }
示例#31
0
    void Start()
    {
        HP = maxHP;
        spriteIndex = 0;
        spriteRenderer = gameObject.GetComponent<SpriteRenderer> ();
        audioSource = gameObject.GetComponent<AudioSource> ();

        GameObject[] screenFaders = GameObject.FindGameObjectsWithTag ("fade");
        foreach (GameObject go in screenFaders) {
            SceneChange script = go.GetComponent<SceneChange>();
            if(script.sceneTo == "Title") {
                sceneChangeScript = script;
            }
        }

        playerMoveScript = GetComponent<PlayerMove> ();
    }