// Update is called once per frame
    void Update()
    {
        UnitySingleTouchAction     touchAction = SceneShare.Instance.GetInput().GetSingleTouchAction();
        UnitySingleTouchDragAction dragAction  = SceneShare.Instance.GetInput().GetSingleTouchDragAction();

        touchAction.Update();
        dragAction.Update();

        //touchAction.PrintDifference();
        dragAction.PrintDifference();

        //if (dragAction.IsDragging()) {
        //    MhCommon.Print("dragging");
        //}
        //if (dragAction.IsDragBegan()) {
        //    MhCommon.Print("dragBegan");
        //}
        //if (touchAction.IsDragging()) {
        //MhCommon.Print("dragging");
        //Vector3 sp = touchAction.GetDragEndPosition();
        //Vector3 sp = touchAction.GetDragCurrentPosition();

        //MhCommon.Print("x = " + sp.x + " y = " + sp.y + " z = " + sp.z);

        //}
    }
Beispiel #2
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 /// <summary>
 /// ステータス更新処理
 /// </summary>
 /// <param name="elapsedTime">前回実行からの経過時間</param>
 /// <param name="touchAction">タッチ入力クラス</param>
 /// <param name="dragAction">ドラッグ入力クラス</param>
 public void Update(float elapsedTime, UnitySingleTouchAction touchAction, UnitySingleTouchDragAction dragAction)
 {
     StgPlayerAttackState.state state = current.Update(elapsedTime, touchAction, dragAction);
     if (state != currentState)
     {
         SetCurrentState(state);
     }
 }
 public override state Update(float elapsedTime, UnitySingleTouchAction touchAction, UnitySingleTouchDragAction dragAction)
 {
     MhCommon.Assert(playerScript != null, "StgPlayerAttackPower5State::Update() playerScript null");
     // 発射位置の設定
     shoot.SetShootPosition(playerScript.GetShootPosition());
     shoot.SetShootOffset(new Vector3(0.0f, 0.0f, 0.0f));
     // 発射更新処理
     shoot.Update(elapsedTime, touchAction, dragAction);
     return(state.Power6);
 }
Beispiel #4
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    // Update is called once per frame
    void Update()
    {
        UnitySingleTouchAction touchAction = SceneShare.Instance.GetInput().GetSingleTouchAction();

        touchAction.Update();
        if (touchAction.IsTouchBegan())
        {
            MhCommon.Print("TitleScene -> MainMenuScene");
            UnityEngine.SceneManagement.SceneManager.LoadScene("MainMenuScene");
        }
        //UnityEngine.SceneManagement.SceneManager.LoadScene("DebugMenuScene");
    }
 /// <summary>
 /// 更新処理
 /// </summary>
 /// <param name="elapsedTime">前回からの経過時間</param>
 /// <param name="touchAction">タッチ情報</param>
 /// <param name="dragAction">ドラッグ情報</param>
 public void Update(float elapsedTime, UnitySingleTouchAction touchAction, UnitySingleTouchDragAction dragAction)
 {
     // 一定時間ごとに攻撃
     currentShootInterval -= elapsedTime;
     if (currentShootInterval <= 0.0f)
     {
         // 攻撃処理
         ExecuteShoot();
         // 攻撃再間隔設定
         ResetInterval();
     }
 }
Beispiel #6
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    // Update is called once per frame
    public override void Update()
    {
        UnitySingleTouchAction     touchAction = SceneShare.Instance.GetInput().GetSingleTouchAction();
        UnitySingleTouchDragAction dragAction  = SceneShare.Instance.GetInput().GetSingleTouchDragAction();

        touchAction.Update();
        dragAction.Update();

        // 移動処理
        Move();
        // 攻撃処理
        Attack();
    }
Beispiel #7
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    private void Attack()
    {
        Rigidbody2D rigidbody2D = GetComponent <Rigidbody2D>();

        MhCommon.Assert(rigidbody2D != null, "StgPlayer::Attack() rigidbody2D null");
        MhCommon.Assert(attack != null, "StgPlayer::Attack() StgPlayerAttack null");

        UnitySingleTouchAction     touchAction = SceneShare.Instance.GetInput().GetSingleTouchAction();
        UnitySingleTouchDragAction dragAction  = SceneShare.Instance.GetInput().GetSingleTouchDragAction();

        attackNew.Update(Time.deltaTime, touchAction, dragAction);
        // 発射位置を設定
        //attack.Update();
    }
Beispiel #8
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 /// <summary>
 /// 入力更新処理
 /// </summary>
 /// <param name="elapsedTime">前回からの経過時間</param>
 /// <param name="touchAction">入力クラス</param>
 /// <param name="dragAction">ドラッグ入力クラス</param>
 /// <returns>次のステータス</returns>
 public virtual state Update(float elapsedTime, UnitySingleTouchAction touchAction, UnitySingleTouchDragAction dragAction)
 {
     return(state.Power1);
 }
 public void Update(float elapsedTime, UnitySingleTouchAction touchAction, UnitySingleTouchDragAction dragAction)
 {
     attackStateContext.Update(elapsedTime, touchAction, dragAction);
 }
Beispiel #10
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 public InputSystem()
 {
     unitySingleTouchAction     = new UnitySingleTouchAction();
     unitySingleTouchDragAction = new UnitySingleTouchDragAction();
 }