public void Setup(StageSelectScene stageSelect) { _stageSelect = stageSelect; _stageNumText.text = $"{(int)_stageID}"; LoadStageMaster(_stageID, master => _stageMaster = master); _button.onClick.AddListener(OnClick); }
public void Setup(StageMaster master) { _uiElement.StageTitle.text = master.Title; _uiElement.AreaName.text = master.Title; _uiElement.RoundLength.text = $"全{master.RoundCount} Round"; _uiElement.StartStage.onClick.AddListener(OnStartClick); _uiElement.CloseBackArea.onClick.AddListener(OnClickClose); }
public void Setup(StageMaster master) { DispatchEvent <Action <UI.StageCanvas> >(StageEvents.RequestStageCanvas, c => _stageCanvas = c); DispatchEvent <Action <CharacterManager> >(StageEvents.RequestCharacterManager, c => _characterManager = c); _stageMaster = master; CreateGround(master.RoundSettings, () => CurrentGround.ActivationWalls(true)); StartStage(); }
/// <summary> /// CSVをロードする処理 /// </summary> void Load() { StageMaster.Load(); ItemMaster.Load(); ItemIncentiveMaster.Load(); ItemUpgreadConditionMaster.Load(); EventMaster.Load(); EventOccurenceMaster.Load(); EventRequirementMaster.Load(); BgmMaster.Load(); SeMaster.Load(); }
private void Open(StageMaster master) { Setup(master); if (_canvasGroup == null) { _canvasGroup = GetComponent <CanvasGroup>(); } _canvasGroup.alpha = 1; _canvasGroup.interactable = true; _canvasGroup.blocksRaycasts = true; }
public async UniTask Setup(StageMaster stageMaster, bool isResume) { if (isResume) { if (_saveHelper.Exists("Map", "MapModel")) { _mapModel = _saveHelper.Load <MapModel>("Map", "MapModel"); } else { // todo: エラー処理 } } else { _mapModel = new MapModel(); } MapControl.SetModel(_mapModel); _mapModel.Setup(stageMaster, 1); MiniMapControl.Setup(); // 中断データから再開しているときはマップを作らない if (isResume) { await ResumeAsync(); } else { await BuildMapAsync(1, 2); } SetCurrentMap(_mapModel.CurrentMapIndex); }
public void Setup(StageMaster stageMaster, int addMap) { _stageMaster = stageMaster; AddMap = addMap; }
public static void SetStageMaster(StageMaster master) { SelectedStageMaster = master; }
public void SetupStage(StageMaster master) { _stageMaster = master; StageController.Create(transform, stage => stage.Setup(_stageMaster)); }
private void OnSelectedStage(StageMaster selected) { GameManager.SetStageMaster(selected); }
public void SetStageMaster(StageMaster stageMaster) { _stageMaster = stageMaster; }