// Start is called before the first frame update
 void Start()
 {
     idleState  = gameObject.GetComponent <NewsUIIdleState>();
     entryState = gameObject.GetComponent <NewsUIEntryState>();
     for (int i = 0; i < 5; i++)
     {
         var newsUI = newsUIs[i].GetComponent <NewsUI>();
         // StateをIdleにする
         newsUI.IdleStart();
     }
 }
Beispiel #2
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    private void Awake()
    {
        // 各ステートを初期化
        entryState = GetComponent <NewsUIEntryState>();
        exitState  = GetComponent <NewsUIExitState>();
        idleState  = GetComponent <NewsUIIdleState>();
        showState  = GetComponent <NewsUIShowState>();

        newsUIContext = new NewsUIContext();
        ReadTextParameter();
    }
Beispiel #3
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    // ExitStateのEntry処理をする関数
    public void StartExit()
    {
        // 初期化処理
        idleState = GetComponent <NewsUIIdleState>();
        var newsUIRect = gameObject.GetComponent <RectTransform>();

        // スタート地点を設定
        startPos = newsUIRect.localPosition;
        // 移動先を計算
        float targetPosX = (-Screen.width / 2f) + (-newsUIRect.sizeDelta.x / 2f);
        float targetPosY = newsUIRect.localPosition.y;
        float targetPosZ = newsUIRect.localPosition.z;

        targetPos = new Vector3(targetPosX, targetPosY, targetPosZ);;
        // スタート地点から目標地点までの方向を計算
        var moveVec = targetPos - startPos;

        // 正規化
        normalMoveVec = moveVec.normalized;
        // スタート地点から目標地点までの距離を計算
        distance    = Vector3.Distance(startPos, targetPos);
        nowDistance = 0f;
    }