public void OfflineSceneSwitch() { if (!courseData) { courseData = (CourseData)Resources.Load("Scriptable/SoloPlayData"); } PlayCorseData.CourseData = courseData; PhotonNetwork.OfflineMode = true; PhotonNetwork.JoinRoom("Offline Room"); Debug.Log("オフラインモードで開始"); FadeManager.FadeOut(SceneNameString.InGame); }
private int MarkerNumberRandom; //コースの長さ // Start is called before the first frame update void Start() { MakerFactory makerFactory = gameObject.AddComponent <MakerFactory>(); CourseData course = GetComponent <CourseManager>().CourseData; List <MakerTransform> makerList = course.makerTransformList; int maxMakerNum = makerList.Count; //最小値が3つ最大はマーカー座標の登録数(制限をかけるかも) MarkerNumberRandom = UnityEngine.Random.Range(3, makerList.Count); //Debug.Log("マーカー数 " + MarkerNumberRandom); //Randomにシャッフルして、上からMarkerNumberRandom分取り出す。 var RandomList = Enumerable.Range(0, makerList.Count).OrderBy(n => Guid.NewGuid()).Take(MarkerNumberRandom).ToArray(); //マーカーの順番の確認用 for (int s = 0; s < RandomList.Length; s++) { //Debug.Log(RandomList[s]); } for (int i = 0; i < MarkerNumberRandom; i++) { GameObject obj; MakerNum++; bool isGoal = false; if (i == maxMakerNum - 1) { obj = makerFactory.Create(true, makerList[i]); //obj = makerFactory.Create(true, makerList[RandomList[i]]); isGoal = true; } else { obj = makerFactory.Create(false, makerList[i]); //obj = makerFactory.Create(false, makerList[RandomList[i]]); } MakerObject maker = obj.GetComponent <MakerObject>(); obj.name = "Maker_" + MakerNum; obj.transform.parent = transform; maker.IsGoalMaker = isGoal; maker.MakerNumber = MakerNum; MakerObjectList.Add(MakerNum, obj.GetComponent <MakerObject>()); } }
private CourseData courseData = null; // 読み込むコースデータ public void TutorialSceneSeitch() { if (!courseData) { courseData = (CourseData)Resources.Load("Scriptable/TutorialPlayData"); } PlayCorseData.CourseData = courseData; //PhotonNetwork.OfflineMode = true; //PhotonNetwork.JoinRoom("Offline Room"); Debug.Log("チュートリアル開始"); FadeManager.FadeOut(SceneNameString.InTutorial); }
private void Start() { WindFactory windFactory = gameObject.AddComponent <WindFactory>(); CourseData course = GetComponent <CourseManager>().CourseData; int maxWindNum = course.windTransformList.Count; for (int i = 0, end = maxWindNum; i < end; i++) { WindNum++; GameObject obj = windFactory.Create(); obj.transform.position = course.windTransformList[i].position; obj.transform.parent = transform; obj.name = "WindObject_" + WindNum.ToString(); WindObjectList.Add(WindNum, obj.GetComponent <WindObject>()); WindObjectList[WindNum].SetWindSpeed(course.windTransformList[i].speed); } }