Beispiel #1
0
        void Update()
        {
            if (IsActive)
            {
                if (DataMaster.gameState <= GAME_STATE.Tutorial)
                {
                    if (MoveInputed())
                    {
                        manager.ForceTextUpdate();
                    }
                    if (transform.position.x < -0.2f)
                    {
                        DataMaster.GameStart();
                    }
                }

                var moveflag = false;
                if (MoveCheck())
                {
                    if (CheckGameOver())
                    {
                        return;
                    }
                    moveflag = true;
                }
                else
                {
                    moveflag = false;
                }
                anim.SetBool("Moving", moveflag);
            }
        }
Beispiel #2
0
 public void GameClear()
 {
     DataMaster.GameClear();
     textController.GameClear();
     StartCoroutine(FeverCoroutine());
     gameStatus.endingTheme.Play();
 }
Beispiel #3
0
        public void GameOver(bool isRemain)
        {
            if (DataMaster.isGameOver || DataMaster.isGameClear)
            {
                return;
            }

            DataMaster.GameOver();
            StartCoroutine(FeverCoroutine());
            textController.GameOver(isRemain);
            target.GameOverAnim(isRemain);
        }
Beispiel #4
0
        void CheckRetry()
        {
            if (Input.GetKeyDown("r"))
            {
                DataMaster.RefreshFlag();
                SceneManager.LoadScene(SceneManager.GetActiveScene().name);
            }

#if UNITY_EDITOR
            if (Input.GetKeyDown("enter"))
            {
                fireNum.Value = 0;
            }
#endif
        }
Beispiel #5
0
        void Init()
        {
            DataMaster.TutorialStart();
            fireNum
            .Subscribe(n =>
            {
                if (n < 0 || DataMaster.gameState == GAME_STATE.Ending)
                {
                    return;
                }
                FetchGameState();
#if UNITY_EDITOR
                fireRemainText.text = "終了まで\n" + fireNum.ToString() + " 発";
#endif
            });
            fieldStatus.nowFeverRate      = gameStatus.InitFeverRate;
            fieldStatus.nowDifficultyRate = gameStatus.difficultyRateEasy;

            if (FireWorks.Length > 0)
            {
                if (gameStatus.isDebugMode)
                {
                    // デバッグモードの時はスペースキーを押したときに花火を発射する
                    this.UpdateAsObservable()
                    .Select(inputed => Input.GetKeyDown("space") || Input.GetKeyDown("a"))
                    .Where(inputed => inputed)
                    .Subscribe(_ =>
                    {
                        FireAfterSetPosition();
                    }).AddTo(gameObject);
                }
                else
                {
                    StartCoroutine(FireTimeLine());
                }
            }
        }