Ejemplo n.º 1
0
        public bool event8()
        {
            SaveController07 saveController07 = new SaveController07();

            saveController07.save_Scene(SaveController.SceneNo.Scene07, SaveController.PlaceNo.Place01);

            eventController07.loadScene(@"stage08");
            Charactor.Restart();
            return(true);
        }
Ejemplo n.º 2
0
        private bool event21()
        {
            SaveController08 saveController08 = new SaveController08();

            saveController08.complete_Event08_01_MoveWorld();

            eventController08.loadScene(@"stage03");
            Charactor.Restart();
            return(true);
        }
Ejemplo n.º 3
0
 /// <summary>
 /// キャラクターの移動
 /// </summary>
 /// <param name="chara"></param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="z"></param>
 /// /// <param name="range"></param>
 /// <returns></returns>
 public bool charaRun(Charactor chara, float x, float y, float z, float range)
 {
     if ((chara.transform.position.x > x - range && chara.transform.position.x < x + range) &&
         (chara.transform.position.z > z - range && chara.transform.position.z < z + range))
     {
         chara.MotionWait();
         return(true);
     }
     else
     {
         chara.MotionRun();
         chara.runToVector3(new Vector3(x, y, z));
         return(false);
     }
 }
Ejemplo n.º 4
0
        /// <summary>
        /// プレイヤーの死亡
        /// </summary>
        /// <returns></returns>
        public bool playerDead()
        {
            if (Player.IsAlive())
            {
                BgmController.GetInstance().playGameOverBgm(true);

                Charactor.Pause();
                Player.Dead();

                StartCoroutine(this.DelayMethod(3.0f, () =>
                {
                    Blood.appear(new Vector3(Player.transform.position.x, 0.5f, Player.transform.position.z));
                }));
            }
            return(Blood.isAppeared());
        }
Ejemplo n.º 5
0
        /// <summary>
        /// キャラクターの向き変更
        /// </summary>
        /// <param name="chara"></param>
        /// <param name="gameObject"></param>
        /// <returns></returns>
        public bool charaTurnaround(Charactor chara, GameObject gameObject, float speed = 0.1f)
        {
            float      lastAngle  = chara.transform.eulerAngles.y;
            Quaternion workRotate = chara.transform.rotation;

            // 時間をかけて振り返るように設定
            chara.transform.LookAt(gameObject.transform.position);
            chara.transform.rotation = Quaternion.Slerp(workRotate, chara.transform.rotation, speed);

            if (lastAngle - chara.transform.eulerAngles.y < speed * 10 &&
                lastAngle - chara.transform.eulerAngles.y > speed * -10)
            {
                return(true);
            }
            else
            {
                return(false);
            }
        }
Ejemplo n.º 6
0
 private bool event1()
 {
     Charactor.Pause();
     eventController.Player.Idle();
     return(true);
 }
Ejemplo n.º 7
0
 private bool event5()
 {
     eventController07.loadScene(@"stage_end03");
     Charactor.Restart();
     return(true);
 }
Ejemplo n.º 8
0
 public bool event4()
 {
     Charactor.Restart();
     eventController.playerRevived();
     return(eventController.loadScene(GetLoadScene()));
 }
Ejemplo n.º 9
0
 protected bool event1()
 {
     Charactor.Pause();
     eventController08.Player.Idle();
     return(true);
 }
Ejemplo n.º 10
0
 protected bool event22()
 {
     Charactor.Restart();
     return(true);
 }
Ejemplo n.º 11
0
 /// <summary>
 /// プレイヤーの復活
 /// </summary>
 /// <returns></returns>
 public bool playerRevived()
 {
     Charactor.Restart();
     return(true);
 }
Ejemplo n.º 12
0
 /// <summary>
 /// キャラクターの移動
 /// </summary>
 /// <param name="chara"></param>
 /// <param name="x"></param>
 /// <param name="y"></param>
 /// <param name="z"></param>
 /// <returns></returns>
 public bool charaRun(Charactor chara, float x, float y, float z)
 {
     return(charaRun(chara, x, y, z, 5.0f));
 }