Ejemplo n.º 1
0
    private void CameraPos(game_Smode gameSmode)
    {
        //カメラポジション.
        switch (gameSmode)
        {
        case game_Smode.TITLE:
            MainCam.SetActive(true);
            SubCam.SetActive(false);
            break;

        case game_Smode.MOVE:
            MainCam.SetActive(true);
            SubCam.SetActive(false);
            break;

        case game_Smode.MAIN:
            MainCam.SetActive(true);
            SubCam.SetActive(false);
            break;

        case game_Smode.CLEAR:
            MainCam.SetActive(false);
            SubCam.SetActive(true);
            break;
        }
    }
Ejemplo n.º 2
0
    // Update is called once per frame
    private void Update()
    {
        Kasor       = PlayerMng.GetComponent <_GameMng>().KASOR;
        gameSmode_l = PlayerMng.GetComponent <_GameMng>().gameSmode;
        switch (gameSmode_l)
        {
        case game_Smode.TITLE:
            Init();
            title();
            break;

        case game_Smode.MOVE:
            Move();
            break;

        case game_Smode.MAIN:
            Fight.SetActive(false);
            Canbas.SetActive(false);
            ClearCanbas.SetActive(false);
            break;

        case game_Smode.CLEAR:
            Clear();
            break;
        }
    }
Ejemplo n.º 3
0
 // Use this for initialization
 private void Start()
 {
     gameSmode = game_Smode.TITLE;
     //for( int i=0; i<PlayerMax; i++)
     //{
     //    Player.AddRange();
     //}
     KASOR = sentaku.up;
     Application.targetFrameRate = 60;
 }
Ejemplo n.º 4
0
    private void Move()
    {
        int fightcnt;

        fightcnt = canvas.GetComponent <UIMgr>().FIGHTCNT;
        if (fightcnt > 290)
        {
            gameSmode = game_Smode.MAIN;
        }
    }
Ejemplo n.º 5
0
 private void Over()
 {
     if (g_Player.GetComponent <_PlayerDrop>().D_cnt < 10.0f)
     {
         win       = true;
         gameSmode = game_Smode.CLEAR;
     }
     if (b_Player.GetComponent <_PlayerDrop>().D_cnt < 10.0f)
     {
         win       = false;
         gameSmode = game_Smode.CLEAR;
     }
 }
Ejemplo n.º 6
0
    // Update is called once pear frame
    private void Update()
    {
        GameMode = GameMgr.GetComponent <_GameMng>().gameSmode;

        switch (GameMode)
        {
        case game_Smode.TITLE:
            for (int i = 0; i < PlayerLight.Length; i++)
            {
                PlayerLight[i].SetActive(true);
            }
            ClearLight.SetActive(false);
            break;

        case game_Smode.MOVE:
            for (int i = 0; i < PlayerLight.Length; i++)
            {
                PlayerLight[i].SetActive(true);
            }
            ClearLight.SetActive(false);
            break;

        case game_Smode.MAIN:
            for (int i = 0; i < PlayerLight.Length; i++)
            {
                PlayerLight[i].SetActive(true);
            }
            ClearLight.SetActive(false);
            break;

        case game_Smode.CLEAR:
            for (int i = 0; i < PlayerLight.Length; i++)
            {
                PlayerLight[i].SetActive(false);
            }
            ClearLight.SetActive(true);
            break;

        default:
            break;
        }
    }
Ejemplo n.º 7
0
    // Update is called once per frame
    private void Update()
    {
        GameSMode = Manager.GetComponent <_GameMng>().gameSmode;
        switch (GameSMode)
        {
        case game_Smode.TITLE:
            if (TitleFlg)
            {
                AuSo.clip = Bgm[0];
                AuSo.Play();
                //AuSo.Stop();
                TitleFlg = false;
                MainFlg  = true;
                ClearFlg = true;
            }

            break;

        case game_Smode.MAIN:
            if (MainFlg)
            {
                AuSo.clip = Bgm[1];
                AuSo.Play();
                TitleFlg = true;
                MainFlg  = false;
                ClearFlg = true;
            }
            break;

        case game_Smode.CLEAR:
            if (ClearFlg)
            {
                AuSo.clip = Bgm[2];
                AuSo.Play();
                TitleFlg = true;
                MainFlg  = true;
                ClearFlg = false;
            }
            break;
        }
    }
Ejemplo n.º 8
0
    private void GameScene(game_Smode gameSmode)
    {
        switch (gameSmode)
        {
        case game_Smode.TITLE:
            title();
            Init();
            break;

        case game_Smode.MOVE:
            Move();
            break;

        case game_Smode.MAIN:
            Over();
            break;

        case game_Smode.CLEAR:
            Clear();
            break;
        }
    }
Ejemplo n.º 9
0
    private void Clear()
    {
        if (win)
        {
            b_Player.transform.position = new Vector3(-0.05935378f, 0.0f, -1.464567f);
            b_Player.transform.rotation = Quaternion.Euler(0.0f, -179.0f, 0.0f);
        }
        else
        {
            g_Player.transform.position = new Vector3(-0.05935378f, 0.0f, -1.464567f);
            g_Player.transform.rotation = Quaternion.Euler(0.0f, -179.0f, 0.0f);
        }

        if (Input.GetButtonDown("Enter"))
        {
            SceneManager.LoadScene("main");
#if false
            gameSmode = game_Smode.TITLE;
            b_Player.GetComponent <_PlayerDrop>().D_cnt = 200.0f;
            g_Player.GetComponent <_PlayerDrop>().D_cnt = 200.0f;
#endif
        }
    }
Ejemplo n.º 10
0
    private void title()
    {
        upDown = g_Player.GetComponent <_Playercontroller>().G_rcontroller.v_D;
        if (upDown >= 1)
        {
            KASOR = sentaku.up;
        }
#if false
        else if (upDown == 0.0f)
        {
            KASOR = sentaku.midle;
        }
#endif
        else if (upDown <= -1)
        {
            KASOR = sentaku.down;
        }
        Buttun = Input.GetButtonDown("Enter");
        if (Buttun)
        {
            switch (KASOR)
            {
            case sentaku.up:
                gameSmode = game_Smode.MOVE;
                break;

#if false
            case sentaku.midle:
                SceneManager.LoadScene("Credit");
                break;
#endif
            case sentaku.down:
                Application.Quit();
                break;
            }
        }
    }
Ejemplo n.º 11
0
    // Update is called once per frame
    private void Update()
    {
        gamemode = GameMng.GetComponent <_GameMng>().gameSmode;
        switch (P_color)
        {
        case EN_P_COLOR.GREEN:
            Controll = GetComponent <_Playercontroller>().G_rcontroller;
            break;

        case EN_P_COLOR.BLUE:
            Controll = GetComponent <_Playercontroller>().B_rcontroller;
            break;
        }

        if (gamemode == game_Smode.TITLE)
        {
            playerRigid.velocity = Vector3.zero;
            // 回転しない設定.
            playerRigid.constraints = RigidbodyConstraints.FreezePositionY | RigidbodyConstraints.FreezeRotation;
            //playerRigid.constraints = RigidbodyConstraints.FreezeRotation;
        }

        AnimatorStateInfo anim = this.animator.GetCurrentAnimatorStateInfo(0);

        if (gamemode == game_Smode.MAIN)
        {
            if (GetComponent <_PlayerDrop>().Drop)
            {
                ground = transform.position;
                //ground.y = 0.0f;
                transform.position = ground;
                //if( Controll.h!=0 || Controll.v != 0)
                //{
                //    if ( !anim.IsTag("attak_w") ) {
                //        P_mode = EN_P_E_MODE.Idle;
                //    }
                //}

                //旧.
#if false
                if (P_mode == EN_P_E_MODE.Damage)
                {
                    TimeCount++;
                    if (DamageTime > 0.0f)
                    {
                        animator.SetBool("Wake", false);
                        b_Damage = true;
                        //if (TimeCount % 6 == 0)
                        //{
                        DamageTime--;
                        //}
                    }
                    else
                    {
                        transform.Translate((Vector3.back * 0.03f));
                        animator.SetBool("Wake", true);
                        b_Damage             = false;
                        playerRigid.velocity = Vector3.zero;
                    }

                    if (TimeCount % 2 == 0)
                    {
                        for (int j = 0; j < MeshRenderSet.Count; j++)
                        {
                            MeshRenderSet[j].enabled = false;
                        }
                    }
                    else
                    {
                        for (int i = 0; i < MeshRenderSet.Count; i++)
                        {
                            MeshRenderSet[i].enabled = true;
                        }
                    }
                }

                if (anim.IsTag("Idle") && b_Damage == false)
                {
                    AtkSoundFlg = false;
                    b_Damage    = false;
                    if (!b_Damage)
                    {
                        for (int i = 0; i < MeshRenderSet.Count; i++)
                        {
                            MeshRenderSet[i].enabled = true;
                        }
                        DamageFlg  = true;
                        AttakCnt   = 0.0f;
                        DamageTime = DamageTimeMax;
                        P_mode     = EN_P_E_MODE.Idle;
                        TimeCount  = 0.0f;
                    }
                }
#endif
#if true
                if (P_mode == EN_P_E_MODE.Damage)
                {
                    TimeCount++;
                    //if (DamageTime > 0.0f)
                    //{
                    //    animator.SetBool("Wake", false);
                    //    b_Damage = true;
                    //    //if (TimeCount % 6 == 0)
                    //    //{
                    //    DamageTime--;
                    //    //}
                    //}
                    //else
                    //{
                    //}

                    transform.Translate(0, 0, -1 * 0.03f);
                    animator.SetBool("Wake", true);
                    b_Damage = false;
                    if (anim.IsTag("HandSpring"))
                    {
                        WakeCnt++;
                    }
                    if (TimeCount % 2 == 0)
                    {
                        for (int j = 0; j < MeshRenderSet.Count; j++)
                        {
                            MeshRenderSet[j].enabled = false;
                        }
                    }
                    else
                    {
                        for (int i = 0; i < MeshRenderSet.Count; i++)
                        {
                            MeshRenderSet[i].enabled = true;
                        }
                    }
                }

                //ダメージ処理の終了後の初期化.
                //if (WakeCnt > 36 && b_Damage == false)
                //{
                if (anim.IsTag("Idle") && b_Damage == false)
                {
                    AtkSoundFlg = false;
                    for (int i = 0; i < MeshRenderSet.Count; i++)
                    {
                        MeshRenderSet[i].enabled = true;
                    }
                    animator.SetBool("Down", false);
                    animator.SetBool("Wake", false);
                    DamageFlg  = true;
                    AttakCnt   = 0.0f;
                    DamageTime = DamageTimeMax;
                    P_mode     = EN_P_E_MODE.Idle;
                    TimeCount  = 0.0f;
                    WakeCnt    = 0;
                }
#endif



                if (Controll.Kick_w)
                {
                    if (P_mode == EN_P_E_MODE.Idle ||
                        P_mode == EN_P_E_MODE.Run)
                    {
                        animator.SetTrigger("KickWeekFlg");
                    }
                }

                if (anim.IsTag("attak_w"))
                {
                    if (!AtkSoundFlg)
                    {
                        audioSource.clip = Se[0];
                        audioSource.Play();
                        AtkSoundFlg = true;
                    }
                    AttakCnt++;
                    if (13.0f < AttakCnt && AttakCnt < 15.0f)
                    {
                        P_mode = EN_P_E_MODE.Attak;
                    }
                }

                if (!anim.IsTag("attak_w"))
                {
                    if (Controll.h != 0 || Controll.v != 0)
                    {
                        if (P_mode == EN_P_E_MODE.Idle ||
                            P_mode == EN_P_E_MODE.Run ||
                            P_mode != EN_P_E_MODE.Damage)
                        {
                            if (!anim.IsTag("Wake") && !anim.IsTag("Down"))
                            {
                                if (anim.IsTag("Idle") || anim.IsTag("Run"))
                                {
                                    P_mode = EN_P_E_MODE.Run;
                                    Move(Controll.h, Controll.v);
                                }
                            }
                        }
                    }
                    C_Rotation();

                    KeyDistant();
                }
            }
        }
        else
        {
            if (!anim.IsTag("Idle"))
            {
                animator.SetTrigger("Init");
            }
            KeyDistant();
        }
        if (gamemode == game_Smode.CLEAR)
        {
            if (!anim.IsTag("Idle"))
            {
                animator.SetTrigger("Init");
            }
            animator.SetBool("RunFlg", false);
            P_mode = EN_P_E_MODE.Idle;
        }
    }