void Awake () { if (instance == null) instance = this; else if (instance != this) Destroy (gameObject); //DontDestroyOnLoad (gameObject); }
void Awake() { if (instance == null) { instance = this; } else if (instance != this) { Destroy(gameObject); } //DontDestroyOnLoad (gameObject); }
private void Awake() { // 各クラスのセットアップ camera_move = main_camera.GetComponent <camera_controller>(); time_manager = gameObject.GetComponent <Time_Manager>(); bill_obsever = city.GetComponent <Bill_Obsever>(); // それぞれの数値を変化させる処理 camera_move.SetFirstPos(gameLevelData.CameraFirstPos); time_manager.SetGameTime(gameLevelData.GameTimeMax); time_manager.SetIncreaseTime(gameLevelData.LevelUpTimePlus); bill_obsever.SetCoinNumber(gameLevelData.CoinNumber); }
public bool SetPlayState(PlayState state) { if (state == playState) { return(false); } camera_controller cc = cam.GetComponent <camera_controller>(); playState = state; cc.ChangeTarget(playState); if (state == PlayState.ball) { ball.GetComponent <ball_controls>().enabled = true; ball.GetComponent <MeshRenderer>().enabled = false; cue.GetComponent <CapsuleCollider>().enabled = false; } else if (state == PlayState.cue) { cue.GetComponent <CapsuleCollider>().enabled = true; ball.GetComponent <ball_controls>().enabled = false; ball.GetComponent <MeshRenderer>().enabled = true; } return(true); }