ºÇ½ª¹¹¿·¡§
orika_ex_miyako 2019ǯ03·î19Æü(²Ð) 19:40:19ÍúÎò
¤Ç¤Ï¡¢¤É¤Î¾ìÌ̤ǥϥ¤¥¹¥³¥¢¤òÊݸ¤·¤Æ¤¤¤±¤Ð¤è¤¤¤Ç¤·¤ç¤¦¤«¡£
¹Í¤¨¤é¤ì¤ë¤Î¤Ï
£±¡¥¥²¡¼¥à¥¯¥ê¥¢¡Ê¥¹¥Æ¡¼¥¸¥¯¥ê¥¢¡Ë»þ¤Ç¤¹¡£¤³¤Î¾õÂ֤ˤʤ俤Ȥ¤Ë¡¢¥Ï¥¤¥¹¥³¥¢¤Î¿ô»ú¤¬¹¹¿·¤µ¤ì¤Æ¤¤¤ì¤ÐÊݸ¤ò¤¹¤ë¤è¤¦¤Ë¤·¤Æ¤¤¤¤Þ¤·¤ç¤¦¡£
£²¡¥¥²¡¼¥à¥ª¡¼¥Ð¡¼»þ
¤É¤Á¤é¤Î½èÍý¤âGameMaster.cs¤Î³Æ¥á¥½¥Ã¥ÉÆâ¤Ç½èÍý¤µ¤ì¤Æ¤¤¤Þ¤¹¤Î¤Ç¡¢¤½¤Á¤é¤òÊѹ¹¤·¤Þ¤¹¡£
GameMaster.cs¤ò½¤Àµ¤·¤Æ¤¤¤¤Þ¤¹¡£
GameMaster.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.SceneManagement; public class GameMaster : MonoBehaviour { public int boxNum; public float nowTime; public Text resultMessage; [SerializeField] private Score score; <= ¤³¤ì¤òÄɲ乤ë (ÃæÎ¬) void StageClear(string resultMessage) { ¡¡¡¡¡¡¡¡score.Save(); <= ¤³¤ì¤òÄɲ乤ë // Score¤ÎSave¥á¥½¥Ã¥É¤ò¸Æ¤Ó½Ð¤¹ ¡¡¡¡¡¡¡¡DataSender.resultMessage = resultMessage; // ¼õ¤±¼è¤Ã¤¿°ú¿ô¤òÊÑ¿ô¤Ë³ÊǼ¤¹¤ë resultMessageText.text = DataSender.resultMessage;¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ // ²èÌ̤˥¯¥ê¥¢¾õÂÖ¤òɽ¼¨¤¹¤ë¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡¡ FindObjectOfType<LevelManager>().LevelUp(); // LevelManager¤ÎLevelUp¥á¥½¥Ã¥É¤ò¸Æ¤Ó½Ð¤¹ } public void GameOver(string resultMessage) { score.Save(); <= ¤³¤ì¤òÄɲ乤ë // Score¤ÎSave¥á¥½¥Ã¥É¤ò¸Æ¤Ó½Ð¤¹ DataSender.resultMessage = resultMessage; SceneManager.LoadScene("Result"); } }
- ¥«¥Æ¥´¥ê¡§
- ¿Ê³Ø/¥¹¥¯¡¼¥ë
- Áí¹ç
¥³¥á¥ó¥È¤ò¤«¤¯