public void Title_DataDelete_Check()
 {
     if (player.Data_Complete_FlgCheck())
     {
         if (!player_data.delete_start)
         {
             // データ削除処理
             player_data.delete_Data(player_data.max_stage);
             // セーブ処理
             player_data.Save_Data(player_data);
             player_data.delete_start = true;
         }
     }
 }
Beispiel #2
0
    //「ゲームモードを選択」を表示と入力後の処理
    public void GameSelect_Draw(Title_Player player)
    {
        push_game_object.SetActive(false);
        select_object.SetActive(true);
        // game_datadelete_check.SetActive(false);
        game_end_check.SetActive(false);
        icon.SetActive(true);

        if (player.Data_Complete_FlgCheck())
        {
            // ゲームデータ削除完了
            GameDatadelete_Draw();
        }

        switch (player.input)
        {
        case Title_Player.Player_Input.UP:
        {
            icon_rect.anchoredPosition = new Vector2(up_tex_position_x, up_tex_position_y);
            break;
        }

        /*
         * case Player.Player_Input.CENTER:
         * {
         *  icon_rect.anchoredPosition = new Vector2(center_tex_position_x, center_tex_position_y);
         *  break;
         * }
         */
        case Title_Player.Player_Input.DOWN:
        {
            icon_rect.anchoredPosition = new Vector2(down_tex_position_x, down_tex_position_y);
            break;
        }
        }
    }