示例#1
0
    public void FadeScreen()
    {
        ScreenFadeManager screenFadeManager = FindObjectOfType <ScreenFadeManager>();

        if (screenFadeManager != null)
        {
            screenFadeManager.TurnOnAnimatorAndFadeOut();
        }
    }
        /// <summary>
        /// 初期化
        /// </summary>
        private void Initialize()
        {
            //
            sfm = ScreenFadeManager.Instance;

            // クラスの登録
            ss_player = AObject.Find(BSMConstant.S_PASS_PLAYER).GetComponent <SpaceShip>();
            ss_enemy  = AObject.Find(BSMConstant.S_PASS_ENEMY).GetComponent <SpaceShip>();
            obj_timer = AObject.Find(BSMConstant.S_PASS_TIMER);
            Debug.Log(AObject.Find(BSMConstant.S_PASS_ENEMY_HP_BAR));
            ui_PlayerHPImage =
                AObject.Find(BSMConstant.S_PASS_PLAYER_HP_IMAGE).GetComponent <UI_PlayerHPImage>();
            ui_EnemyHP =
                AObject.Find(BSMConstant.S_PASS_ENEMY_HP_BAR).GetComponent <UI_EnemyHP>();
            ui_TimeDraw =
                AObject.Find(BSMConstant.S_PASS_TIME_UI).GetComponent <UI_TimeDraw>();
            ui_BattleEnd =
                AObject.Find(BSMConstant.S_PASS_END).GetComponent <UI_BattleEnd>();

            // 爆発
            explosion_1.transform.position = playerTransform.position;
            explosion_2.transform.position = enemyTransform.position;

            // 機体タイプの登録
            ss_player.SetShipType(1);
            ss_enemy.SetShipType(2);


            // HP・攻撃力の初期化
            i_PlayerHP          = ss_player.GetHP();
            i_EnemyHp           = ss_enemy.GetHP();
            i_PlayerAttackPower = ss_player.GetOffensivePower();
            i_EnemyAttackPower  = ss_enemy.GetOffensivePower();

            // 制限時間を初期化
            fTimeLimit = BSMConstant.TIME_LIMIT;

            // 自機・敵機の体力を登録
            ui_PlayerHPImage.SetPlayerHP((float)i_PlayerHP);
            ui_PlayerHPImage.SetMaxPlayerHP((float)i_PlayerHP);
            ui_EnemyHP.SetEnemyHP((float)i_EnemyHp);
            ui_EnemyHP.SetMaxEnemyHP((float)i_EnemyHp);

            // タイマーを登録
            ui_TimeDraw.m_TimerObj = obj_timer;
            ui_BattleEnd.m_Timer   = obj_timer;

            // 終了フラグの初期化
            flag_isEnd = false;
        }
示例#3
0
 private void Awake()
 {
     screenFadeManager = FindObjectOfType <ScreenFadeManager>();
 }
示例#4
0
 void Awake()
 {
     fadeManager = ScreenFadeManager.Instance;
 }