Beispiel #1
0
    /*
     *
     * void Update(){
     *      if (Input.GetKeyDown (KeyCode.Z)) {
     *              //debuf
     *              //this.OnTriggerStay2D(null);
     *      }
     * }
     *
     * void OnTriggerStay2D(Collider2D argsCo){
     *      //Debug.Log ("Enter Collider");
     *
     *      //このコライダー停止
     *      Destroy (this.gameObject.GetComponent<BoxCollider2D> ());  //.enabled = false;
     *
     *      //GMS.talkingPartLoader ("0-3-0-3");
     *
     * }
     *
     */



    private IEnumerator stageClear()
    {
        staticValueManagerS sVMS = staticValueManagerGetter.getManager();

        //引き続きコライダーは停止
        GMS.setAllCollider2DEnabale(false);

        Time.timeScale = 1;             //パーティクルを使うため1にする

        GameObject tmpGO = (GameObject)Instantiate(_stageClearCaption);

        while (tmpGO != null)
        {
            yield return(null);
        }

        sceneChangeValue sceneCV = sVMS.getNowSceneChangeValue();

        //
        sVMS.addStoryProgresses(enum_StoryProgressType.Step);

        //新規キャラの追加
        GMS.saveBattleResultValues_EnterCharacterFlag(enumCharaNum.suzusiro_03, true, enumCharactorJoinType.sameEnju);

        GMS.saveBattleResultValues();
        //Debug.Log ("gotoStageSelect");
        //sVMS.changeScene (sceneChangeStatusEnum.gotoStageSelect);

        sVMS.setStoryProgress("0-6-0-2");
        sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene);
    }
	//
	//
	private void forwardStroyProgresses(string argsStr){
		// <forwardEvent:[abcd]>
		string tagMain = argsStr.Substring (1, (argsStr.Length-2));		//カッコの消去
		string[] spritStr = tagMain.Split(new string[]{":"}, System.StringSplitOptions.None);	//sprit
		
		string argsPosi = spritStr[1];

		//a以外の進行度が増加した時、必ず下位の進行度は0にする

		switch(argsPosi){
		case "a":
			sVMS.addStoryProgresses(enum_StoryProgressType.Route);
			break;
		case "b":
			sVMS.addStoryProgresses(enum_StoryProgressType.Progress);
			break;
		case "c":
			sVMS.addStoryProgresses(enum_StoryProgressType.Stage);
			break;
		case "d":
			sVMS.addStoryProgresses(enum_StoryProgressType.Step);
			break;
		}
	}
Beispiel #3
0
    private IEnumerator missionFailure()
    {
        staticValueManagerS sVMS = staticValueManagerGetter.getManager();

        //コライダーは停止
        GMS.setAllCollider2DEnabale(false);

        yield return(new WaitForSeconds(0.1f));

        Time.timeScale = 1;             //パーティクルを使うため1にする

        GameObject tmpGO = (GameObject)Instantiate(_stageFailure);

        while (tmpGO != null)
        {
            yield return(null);
        }

        //ステップをリセット
        sVMS.addStoryProgresses(enum_StoryProgressType.Step, true);
        sVMS.changeScene(sceneChangeStatusEnum.gotoStageSelect);
    }
    IEnumerator selectedSaveData()
    {
        boubleTapFlag = true;
        yield return(new WaitForSeconds(0.1f));

        staticValueManagerS sVMS = staticValueManagerGetter.getManager();

        int tmpProgress = sVMS.getStoryProgress();

        switch (tmpProgress)
        {
        case 7:
            sVMS.addStoryProgresses(enum_StoryProgressType.Step, true);
            sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene);
            break;

        default:
            sVMS.changeScene(sceneChangeStatusEnum.gotoBattle);
            break;
        }

        boubleTapFlag = false;
    }
Beispiel #5
0
    private IEnumerator stageClear()
    {
        staticValueManagerS sVMS = staticValueManagerGetter.getManager();

        /*
         * //会話表示
         * sVMS.getNowSceneChangeValue().sceneFileName = "0-1-0-3";
         * GameObject tmpGO = (GameObject)Instantiate (_talkPartPerefab);
         *
         * // トークシーンが破壊されるまでループして待つ
         * while (tmpGO != null) {
         *      yield return null;
         * }
         *
         * //引き続きコライダーは停止
         * GMS.setAllCollider2DEnabale (false);
         *
         */

        GameObject tmpGO;

        Time.timeScale = 1;             //パーティクルを使うため1にする

        tmpGO = (GameObject)Instantiate(_stageClearCaption);
        while (tmpGO != null)
        {
            yield return(null);
        }

        sceneChangeValue sceneCV = sVMS.getNowSceneChangeValue();

        //例外差分修正
        sVMS.addStoryProgresses(enum_StoryProgressType.Step);

        //Debug.Log ("gotoStageSelect");
        sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene);
    }
Beispiel #6
0
    IEnumerator startTargetCall()
    {
        float movingFlameSec = 1.5f;
        float targetX        = -6.3f;
        float targetY        = 11f;
        float pauseFlameSec  = 2f;

        //カメラの移動
        Camera.main.transform.position = new Vector3(-8.5f, 2.5f, -20f);
        GMS.setAllCollider2DEnabale(false);


        //開始会話
        staticValueManagerS sVMS = staticValueManagerGetter.getManager();

        sVMS.addStoryProgresses(enum_StoryProgressType.Step);
        sVMS.getNowSceneChangeValue().sceneFileName = "0-6-0-1";

        GameObject tmpTalkObj = (GameObject)Instantiate(_talkPartPerefab);

        // トークシーンが破壊されるまでループして待つ
        while (tmpTalkObj != null)
        {
            yield return(null);
        }

        Time.timeScale = 0f;


        //作戦目標
        missionTargetTitleS _mTTS;
        GameObject          missionTargetCanvas = (GameObject)Instantiate(_missionTargetPrefab);

        _mTTS = missionTargetCanvas.GetComponent <missionTargetTitleS> ();

        _mTTS._winDecision.text  = "初期配置の敵を撃破せよ";
        _mTTS._loseDecision.text = "部隊の全滅";

        float tmpX;
        float tmpY;

        float tmpPassedSec = 0f;


        //最初のウェイト
        tmpPassedSec = 0f;
        while (tmpPassedSec < 1.5f)
        {
            yield return(null);

            tmpPassedSec += Time.fixedDeltaTime;
        }

        /*
         *
         * //目標地点までの移動
         * tmpPassedSec = 0f;
         * while(tmpPassedSec < movingFlameSec){
         *      yield return null;
         *
         *      tmpPassedSec += Time.fixedDeltaTime;
         *
         *      tmpX = (targetX / movingFlameSec) * Time.fixedDeltaTime;
         *      tmpY = (targetY / movingFlameSec) * Time.fixedDeltaTime;
         *
         *      tmpX += Camera.main.transform.position.x;
         *      tmpY += Camera.main.transform.position.y;
         *
         *      Camera.main.transform.position = new Vector3(tmpX, tmpY, -20f);
         * }
         *
         * // 作戦目標を見せるWait
         * _mTTS.startArrowMotion (pauseFlameSec);
         *
         * tmpPassedSec = 0f;
         * while(tmpPassedSec < pauseFlameSec){
         *      yield return null;
         *
         *      tmpPassedSec += Time.fixedDeltaTime;
         * }
         *
         *
         * float returnTime = 3f;
         *
         * //スタート位置にカメラを戻す
         * tmpPassedSec = 0f;
         * while(tmpPassedSec < (movingFlameSec / returnTime)){
         *      yield return null;
         *
         *      tmpPassedSec += Time.fixedDeltaTime;
         *
         *      tmpX = (targetX / movingFlameSec) * Time.fixedDeltaTime * -1f * returnTime;
         *      tmpY = (targetY / movingFlameSec) * Time.fixedDeltaTime * -1f * returnTime;
         *
         *      tmpX += Camera.main.transform.position.x;
         *      tmpY += Camera.main.transform.position.y;
         *
         *      Camera.main.transform.position = new Vector3(tmpX, tmpY, -20f);
         * }
         *
         */

        //パーティクルを使うので時間開始
        Time.timeScale = 1f;

        GameObject tmpGO = (GameObject)Instantiate(_battleStartCaption);

        Destroy(missionTargetCanvas);

        // スタートキャプションが消えるまで待つ
        while (tmpGO != null)
        {
            // トークシーンが破壊されるまでループして待つ
            yield return(null);
        }

        GMS.setAllCollider2DEnabale(true);
    }
 public void changeSenceStageSelect()
 {
     //ステップの進行度は必ず0に
     sVMS.addStoryProgresses(enum_StoryProgressType.Step, true);
     staticValueManagerGetter.getManager().changeScene(sceneChangeStatusEnum.gotoStageSelect);
 }