//---------------------------------------------------------------------------- /*! * @brief 進化演出ステップ:キャラシルエット化 * @note */ //---------------------------------------------------------------------------- void ExecStep_090_CharaShadow() { //------------------- // トリガー処理 //------------------- if (m_WorkStepTriger == true) { //---------------------------------------- // エフェクトを発生 //---------------------------------------- Vector3 vEffectPosition = m_ReferObject[OBJECT_CHARA_MESH_ROOT].transform.position; vEffectPosition.y = m_EffectPosY; vEffectPosition.z += GlobalDefine.UNITDETAIL_EFFECT_OFFSET_Z; if (EffectManager.Instance.isPlayingEffect(EVOL_EFF_NAME)) { EffectManager.Instance.stopEffect(EVOL_EFF_NAME); } GameObject _effObj = EffectManager_OLD.CreateEffect2D(ref vEffectPosition, SceneObjReferMainMenu.Instance.m_EffectEvolFix, gameObject, EVOL_EFF_NAME); UnityUtil.SetSortingOrder(_effObj, "EFFECT"); _effObj.transform.localScale = new Vector3(EFFECT_SCALE, EFFECT_SCALE, EFFECT_SCALE); } //------------------- // 更新完遂待ち //------------------- m_WorkStepDelta += Time.deltaTime; if (m_WorkStepDelta >= MainMenuDefine.UPDATE_WAIT_TIME) { m_WorkStep++; } }
//---------------------------------------------------------------------------- /*! * @brief リンク演出ステップ:リンクユニットカットイン * @note */ //---------------------------------------------------------------------------- void ExecStep_030_LinkCutin() { //------------------- // トリガー処理 //------------------- if (m_WorkStepTriger == true) { //---------------------------------------- // カットイン準備 //---------------------------------------- m_CutinLink.SetupCutin(); //--------------------------------------- // オブジェクトのセットアップが完了したので、アニメーション発行 //---------------------------------------- m_CutinLink.StartAnimAll(MainMenuDefine.ANIM_FIX_UNIT_IN); //---------------------------------------- // エフェクトを発生 //---------------------------------------- Vector3 vEffectPosition = m_ReferObject[OBJECT_CHARA_MESH].transform.position; vEffectPosition.y = m_EffectPosY; vEffectPosition.z += GlobalDefine.UNITDETAIL_EFFECT_OFFSET_Z; GameObject _effObj = EffectManager_OLD.CreateEffect2D(ref vEffectPosition, SceneObjReferMainMenu.Instance.m_EffectEvolCutinFriend, gameObject); UnityUtil.SetSortingOrder(_effObj, "EFFECT"); _effObj.transform.localScale = new Vector3(EFFECT_SCALE, EFFECT_SCALE, EFFECT_SCALE); //---------------------------------------- // SE再生 //---------------------------------------- SoundUtil.PlaySE(SEID.SE_MM_D01_FRIEND_UNIT); } //------------------- // 更新完遂待ち //------------------- if (m_CutinLink.isBaseAnimPlay == true) { return; } m_WorkStep++; }
//---------------------------------------------------------------------------- /*! * @brief 進化演出ステップ:素材ユニットカットイン * @note */ //---------------------------------------------------------------------------- void ExecStep_050_MaterialCutin() { //------------------- // トリガー処理 //------------------- if (m_WorkStepTriger == true) { } //---------------------------------------- // AssetBundleの反映前チェック //---------------------------------------- bool bAssetBundleAssignEnd = true; for (int i = 0; i < m_EvolCutinParts.Length; i++) { if (m_EvolCutinParts[i].isTexture) { bAssetBundleAssignEnd = false; break; } } if (bAssetBundleAssignEnd == false) { //---------------------------------------- // カットイン準備 //---------------------------------------- for (int i = 0; i < m_EvolCutinParts.Length; i++) { if (m_EvolCutinParts[i].SetupCutin(true) == false) { return; } } } //------------------- // 次が発行可能かチェック //------------------- bool bNextCutin = true; for (int i = 0; i < m_EvolCutinParts.Length; i++) { if (m_EvolCutinParts[i].isBaseAnimPlay == false) { continue; } bNextCutin = false; break; } if (bNextCutin == false) { return; } //------------------- // 次の素材がいないなら完遂 //------------------- int nPartsNum = (int)(m_WorkStepDelta + 0.1f); if (nPartsNum >= m_EvolCutinParts.Length) { m_WorkStep++; return; } //------------------- // 次の素材がいるならカットイン呼び出し //------------------- { // 1つ前のキャラカットイン終了アニメーション int nWorkStepPrev = nPartsNum - 1; if (nWorkStepPrev >= 0) { m_EvolCutinParts[nWorkStepPrev].StartAnimUnit(MainMenuDefine.ANIM_COST_UNIT_OUT); } m_EvolCutinParts[nPartsNum].StartAnimAll(MainMenuDefine.ANIM_COST_UNIT_IN); // 最後のアクセス番号を保存 m_LastPartsIdx = nPartsNum; m_WorkStepDelta += 1.0f; //---------------------------------------- // エフェクトを発生 //---------------------------------------- Vector3 vEffectPosition = m_ReferObject[OBJECT_CHARA_MESH_ROOT].transform.position; vEffectPosition.y = m_EffectPosY; vEffectPosition.z += GlobalDefine.UNITDETAIL_EFFECT_OFFSET_Z; GameObject _effObj = EffectManager_OLD.CreateEffect2D(ref vEffectPosition, SceneObjReferMainMenu.Instance.m_EffectEvolCutinParts, gameObject); UnityUtil.SetSortingOrder(_effObj, "EFFECT"); _effObj.transform.localScale = new Vector3(EFFECT_SCALE, EFFECT_SCALE, EFFECT_SCALE); //---------------------------------------- // SE再生 //---------------------------------------- SoundUtil.PlaySE(SEID.SE_MM_D02_MATERIAL_UNIT); } }
//---------------------------------------------------------------------------- /*! * @brief リンク演出ステップ:リンク * @note */ //---------------------------------------------------------------------------- void ExecStep_090_LinkOn() { //---------------------------------------- // トリガー処理 //---------------------------------------- if (m_WorkStepTriger == true) { //---------------------------------------- // リンクのロゴ表示 //---------------------------------------- if (m_AnimationShotLogo[LAYER_LOGO_LINKON] != null) { UnityUtil.SetObjectEnabled(m_AnimationShotLogo[LAYER_LOGO_LINKON].gameObject, true); m_AnimationShotLogo[LAYER_LOGO_LINKON].PlayAnimation(AnimationClipShot.SHOT_ANIM.PLAY); } //---------------------------------------- // エフェクトを出す //---------------------------------------- if (SceneObjReferMainMenu.Instance.m_EffectLinkOn != null) { Vector3 vPos = new Vector3(0, m_EffectPosY, 0); GameObject _effObj = EffectManager_OLD.CreateEffect2D(ref vPos, SceneObjReferMainMenu.Instance.m_EffectLinkOn, gameObject); UnityUtil.SetSortingOrder(_effObj, "EFFECT"); _effObj.transform.localScale = new Vector3(EFFECT_SCALE, EFFECT_SCALE, EFFECT_SCALE); } //---------------------------------------- // 「LINK ON」ボイス再生 //---------------------------------------- SoundUtil.PlaySE(SEID.VOICE_INGAME_MM_LINK_ON); //---------------------------------------- // SE再生 //---------------------------------------- SoundUtil.PlaySE(SEID.SE_MM_D10_EVOLVE_COMP); } //---------------------------------------- // アニメーション待ち //---------------------------------------- if (m_AnimationShotLogo[LAYER_LOGO_LINKON] != null && m_AnimationShotLogo[LAYER_LOGO_LINKON].ChkAnimationPlaying() == true) { return; } //---------------------------------------- // 表示は切っておく //---------------------------------------- if (m_AnimationShotLogo[LAYER_LOGO_LINKON] != null) { UnityUtil.SetObjectEnabled(m_AnimationShotLogo[LAYER_LOGO_LINKON].gameObject, false); } //---------------------------------------- // 次のステップへ遷移 //---------------------------------------- m_WorkStep++; }