示例#1
0
    void Update()
    {
        s_BigFlower.ActiveFlower(s_Switch);
        s_SmallFlower1.ActiveFlower(s_Switch);
        s_SmallFlower2.ActiveFlower(s_Switch);
        s_Switch.ActiveSwitch();
        s_Ove.ActiveOve();
        s_Tower.ActiveTower();

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            s_Ove.transform.parent    = s_Tower.transform.parent;
            s_StageManager.stageState = StageManager.StageState.Stage0;
        }
    }
示例#2
0
    void Update()
    {
        s_Ove.ActiveOve();
        s_Switch.ActiveSwitch();
        s_Switch2.ActiveSwitch();
        s_Switch3.ActiveSwitch();
        s_Switch4.ActiveSwitch();
        s_Flower1.ActiveFlower(s_Switch);
        s_Flower2.ActiveFlower(s_Switch);
        s_Flower3.ActiveFlower(s_Switch);
        s_RotateStep.ActiveRotateStep(s_Switch4);
        s_Ladder.ActiveLadderCheck();
        s_RailStep1.ActiveStep(s_Switch2);

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            s_Ove.transform.parent    = s_Tower.transform.parent;
            s_StageManager.stageState = StageManager.StageState.Stage0;
        }

        if (s_Switch4.switchState)
        {
            s_Tower.gameObject.SetActive(true);
        }

        if (s_Switch3.switchState)
        {
            if (!b_IsOnStep1)
            {
                StartCoroutine(DisalbeTimeStep1());
                b_IsOnStep1 = !b_IsOnStep1;
            }

            if (!b_IsOnStep2)
            {
                StartCoroutine(DisalbeTimeStep2());
                b_IsOnStep2 = !b_IsOnStep2;
            }
        }

        else
        {
            t_TimeStep1.gameObject.SetActive(false);
            t_TimeStep2.gameObject.SetActive(false);
            b_IsOnStep1 = false;
            b_IsOnStep2 = false;
        }
    }
示例#3
0
    void Update()
    {
        if (s_Switch1.switchState)
        {
            s_Ladder1.gameObject.SetActive(true);
            s_Ladder2.gameObject.SetActive(true);
        }

        else
        {
            s_Ladder1.gameObject.SetActive(false);
            s_Ladder2.gameObject.SetActive(false);
        }

        s_Switch.ActiveSwitch();
        s_Switch1.ActiveSwitch();
        s_Ladder1.ActiveLadderCheck();
        s_Ladder2.ActiveLadderCheck();
        s_RotateStep1.ActiveRotateStep(s_Switch1);
        s_RotateStep2.ActiveRotateStep(s_Switch1);
        s_Ove.ActiveOve();
        s_Flower1.ActiveFlower(s_Switch);
        s_Flower2.ActiveFlower(s_Switch);
        s_Flower3.ActiveFlower(s_Switch);
        s_Tower.ActiveTower();

        if (s_Switch1.switchState)
        {
            t_LadderCheck1.gameObject.SetActive(false);
            t_LadderCheck2.gameObject.SetActive(false);
        }
        else
        {
            t_LadderCheck1.gameObject.SetActive(true);
            t_LadderCheck2.gameObject.SetActive(true);
        }

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            s_Ove.transform.parent    = s_Tower.transform.parent;
            s_StageManager.stageState = StageManager.StageState.Stage0;
        }
    }
示例#4
0
    void Update()
    {
        s_Ove.ActiveOve();
        s_Switch.ActiveSwitch();
        s_Switch1.ActiveSwitch();
        s_Switch2.ActiveSwitch();
        s_Flower1.ActiveFlower(s_Switch);
        s_Flower2.ActiveFlower(s_Switch);
        s_Flower3.ActiveFlower(s_Switch);
        s_Ladder.ActiveLadderCheck();
        s_Tower.ActiveTower();

        if (Input.GetKeyDown(KeyCode.Escape))
        {
            s_Ove.transform.parent    = s_Tower.transform.parent;
            s_StageManager.stageState = StageManager.StageState.Stage0;
        }

        ActiveTimeStep();
    }