// Use this for initialization void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); //信号を受信したときに、そのメッセージの処理を行う serialHandler.OnDataReceived += OnDataReceived; serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStatePlaying); }
// Use this for initialization void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); StartCoroutine("moveToRankingScene"); audioController = GameObject.Find("AudioController"); serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStateAppreciate); }
// Use this for initialization void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); countText = GetComponent <Text>(); sound = GetComponent <AudioSource>(); StartCoroutine("countDownStartTime", maxCount); serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStateWaitingStart); }
// Use this for initialization void Start() { //if (serialHandler.is_added_event[0] == false) { //信号を受信したときに、そのメッセージの処理を行う //serialHandler.OnDataReceived += OnDataReceived; //serialHandler.is_added_event[0] = true; //} serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStateRanking); }
// Start is called before the first frame update void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); serialHandler.OnDataReceived += OnDataReceived; serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStateWaitingStart); }
// Use this for initialization void Start() { serialHandler = GameObject.Find("SerialHandler").GetComponent <SerialHandler>(); StartCoroutine("moveScene"); serialHandler.SetSceneState(SerialHandler.SceneStateE.sceneStateResult); }