Beispiel #1
0
    static public void ObjectMovePosXEvent(ObjectMoveMap objectMoveMap, int addValue, float timeRgulation)
    {
        AllEventManager allEventMgr = AllEventManager.GetInstance();
        AllSceneManager allSceneMgr = AllSceneManager.GetInstance();

        allEventMgr.UpdateGameObjectSet(objectMoveMap.GetUpdateGameObject(), new Vector3(objectMoveMap.gameObject.transform.position.x + addValue, objectMoveMap.gameObject.transform.position.y, objectMoveMap.gameObject.transform.position.z));
        allEventMgr.UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute.PosMove);
        allEventMgr.AllUpdateEventExecute(timeRgulation);
        if (addValue < 0)
        {
            objectMoveMap.MapMoveLeft(System.Math.Abs(addValue));
        }
        else
        {
            objectMoveMap.MapMoveRight(System.Math.Abs(addValue));
        }
    }
    public void DreamSyncronizeEventSet(IMonsterData monsterData, Vector3 monsterStartPos, Vector3 monsterEndPos)
    {
        AllEventManager eventManager = AllEventManager.GetInstance();
        AllSceneManager sceneManager = AllSceneManager.GetInstance();

        //表示
        eventManager.UpdateGameObjectSet(updateGameObject_);
        eventManager.UpdateGameObjectsActiveSetExecute(true);

        //モンスターの画像の設定
        {
            List <Sprite> sprites = new List <Sprite>();
            sprites.Add(monsterData.tribesData_.frontTex_);
            eventManager.EventSpriteRendererSet(monsterEventSprite_, sprites);
            eventManager.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.SpriteSet);
            eventManager.AllUpdateEventExecute();
        }

        //モンスターの初期位置への移動
        eventManager.UpdateGameObjectSet(monsterUpdateObject_, monsterStartPos);
        eventManager.UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute.PosMove);
        eventManager.AllUpdateEventExecute();

        //ウェイト
        eventManager.EventWaitSet(0.5f);

        //モンスターを中心に移動
        eventManager.UpdateGameObjectSet(monsterUpdateObject_, new Vector3(0, monsterStartPos.y, monsterStartPos.z));
        eventManager.UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute.PosMove);
        eventManager.AllUpdateEventExecute(1.0f, t13.TimeFluctProcess.Sine);

        //ウェイト
        eventManager.EventWaitSet(0.8f);

        //進化後のモンスターの画像の設定
        {
            List <Sprite> sprites = new List <Sprite>();
            sprites.Add(monsterData.tribesData_.frontDreamTex_);
            eventManager.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.SpriteSet);
            eventManager.EventSpriteRendererSet(monsterEventSprite_, sprites);
            eventManager.AllUpdateEventExecute();
        }

        //進化時SE
        eventManager.SEAudioPlayOneShotEventSet(ResourcesSoundsLoader.GetInstance().GetSounds(SoundsPathSupervisor.GetInstance().GetPathDreamEffect()));

        //進化エフェクト
        {
            Sprite[]      sprites    = ResourcesGraphicsLoader.GetInstance().GetGraphicsAll("BattleScene/MonsterDreamEffect");
            List <Sprite> spriteList = new List <Sprite>();
            for (int i = 0; i < sprites.Length; ++i)
            {
                spriteList.Add(sprites[i]);
            }
            eventManager.EventSpriteRendererSet(effectEventSprite_, spriteList);
            eventManager.EventSpriteRenderersUpdateExecuteSet(EventSpriteRendererEventManagerExecute.Anime);
            eventManager.AllUpdateEventExecute(0.5f);
        }

        //ウェイト
        eventManager.EventWaitSet(0.8f);

        //モンスターの退場
        eventManager.UpdateGameObjectSet(monsterUpdateObject_, monsterEndPos);
        eventManager.UpdateGameObjectUpdateExecuteSet(UpdateGameObjectEventManagerExecute.PosMove);
        eventManager.AllUpdateEventExecute(1.0f, t13.TimeFluctProcess.Quart);

        //ウェイト
        eventManager.EventWaitSet(0.5f);

        //非表示
        eventManager.UpdateGameObjectSet(updateGameObject_);
        eventManager.UpdateGameObjectsActiveSetExecute(false);
    }