void Start() { Application.targetFrameRate = 60; KeyLoader.keyLoader.SetKeyWait(Menu.FADE); FadeIO.fadeIo.FadeIn(Menu.FADE); BGMMaster.AudioFadeInStart(Menu.FADE); SEMaster.AudioFadeInStart(Menu.FADE); ClearFloor = new int[Menu.TOWER_NUM]; stCur.Set(true); StartCoroutine(stCur.SpriteUpdate()); int bit;//ビット演算に用いるローカル変数 for (int i = 0; i < Menu.TOWER_NUM; i++) { bit = 1; for (int j = 0; j <= Menu.FLOOR_NUM; j++) { //挑戦可能フロアを代入 ClearFloor[i] = j; //ビットが立たなくなったら処理を抜ける if ((SaveData.GetInt("Stage" + (i + 1) + "ClearFlag") & bit) == 0) { break; } //ビットをシフト bit = bit << 1; } } }
/// <summary> /// シーン移行の前処理 /// </summary> void LoadSet() { SEMaster.AudioFadeOutStart(40); BGMMaster.AudioFadeOutStart(40); FadeIO.fadeIo.FadeOut(40); towerState = TowerState.LoadWait; KeyLoader.keyLoader.SetKeyWait(45); XInputDotNetPure.GamePad.SetVibration(XInputDotNetPure.PlayerIndex.One, 0, 0); }
//---ゲームクリア----- /// <summary> /// フロアをすべてクリアした /// </summary> private void FloorAllClear() { GameClearEventStert(); DestoryAnderObj(); EPSystem[floorNamber].TowerEnd(); StageEffect.EffectAllStop(); SEMaster.Play(clearSE); BGMMaster.CangeBGM(clearBGM); towerState = TowerState.GameClearEnd; }
/// <summary> /// ポーズの終了 /// </summary> private void PoseEnd() { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel)); Time.timeScale = 1; //再開後にキーの情報が残っているので解放 KeyLoader.keyLoader.KeyRelease(); towerState = backTowerState; keyCanvas.SetActive(true); BGMMaster.Play(); }
/// <summary> /// タイトルに戻る処理を行う関数 /// </summary> private void ReturnTitle() { if (KeyLoader.keyLoader.A) { KeyLoader.keyLoader.SetStickWait(Menu.FADE); KeyLoader.keyLoader.SetKeyWait(Menu.FADE); StartCoroutine(ReturnTitleRoutine(Menu.FADE)); SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide)); FadeIO.fadeIo.FadeOut(Menu.FADE); BGMMaster.AudioFadeOutStart(Menu.FADE); SEMaster.AudioFadeOutStart(Menu.FADE); } }
/// <summary> /// タイトルシーンに遷移するためにカウンタを加算する関数 /// </summary> private void ReturnOpeningScene() { backcnt++; if (backcnt == BACK_OP) { FadeIO.fadeIo.SetFadeImage(FadeIO.white); FadeIO.fadeIo.FadeOut(Menu.FADE); BGMMaster.AudioFadeOutStart(Menu.FADE); SEMaster.AudioFadeOutStart(Menu.FADE); runningFunc = () => ReturnBackScene(); StartCoroutine(RunCoroutine(Menu.FADE, runningFunc)); } }
/// <summary> /// ポーズの開始 /// </summary> private void PoseStart() { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Pause)); Time.timeScale = 0; KeyLoader.keyLoader.KeyRelease(); backTowerState = towerState; towerState = TowerState.Pose; gamePoiseUI.GamePauseUIStart(); XInputDotNetPure.GamePad.SetVibration(XInputDotNetPure.PlayerIndex.One, 0, 0); keyCanvas.SetActive(false); BGMMaster.Stop(); }
/// <summary> /// ゲーム終了 /// </summary> void GameEnd() { if (KeyLoader.keyLoader.A) { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel)); menuSelect = false; KeyLoader.keyLoader.SetKeyWait(Menu.FADE); SaveData.AllSave(); FadeIO.fadeIo.SetFadeImage(FadeIO.black); FadeIO.fadeIo.FadeOut(Menu.FADE); BGMMaster.AudioFadeOutStart(Menu.FADE); SEMaster.AudioFadeOutStart(Menu.FADE); runningFunc = () => Shutdown(); StartCoroutine(RunCoroutine(Menu.FADE, runningFunc)); } }
private void Start() { Application.targetFrameRate = 60; Time.timeScale = 1; floorNamber = 0; EPSystem[0].EPSFOne(); BlockObj.playerDeid = false; StageEffect.EffectActive(floorNamber); towerState = TowerState.GameStart; FadeIO.fadeIo.FadeIn(40); SEMaster.AudioFadeInStart(40); BGMMaster.AudioFadeInStart(40); }
/// <summary> /// ゲーム開始 /// </summary> void GameStart() { if (KeyLoader.keyLoader.A) { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide)); menuSelect = false; KeyLoader.keyLoader.SetKeyWait(Menu.FADE); StageSelect.stage = Menu.MONSTER; SaveData.AllSave(); FadeIO.fadeIo.SetFadeImage(FadeIO.black); FadeIO.fadeIo.FadeOut(Menu.FADE); BGMMaster.AudioFadeOutStart(Menu.FADE); SEMaster.AudioFadeOutStart(Menu.FADE); runningFunc = () => LoadNextScene(); StartCoroutine(RunCoroutine(Menu.FADE, runningFunc)); } }
private void FixedUpdate() { if ((long)videoPlayer.frameCount - endTime <= videoPlayer.frame && !playEnd) { playEnd = true; videoPlayer.Pause(); StartCoroutine(SceneWait(40)); Title.fadeIsBlack = true; FadeIO.fadeIo.FadeOut(40); BGMMaster.AudioFadeOutStart(40); } else if (KeyLoader.keyLoader.IsAnyKey() && !playEnd) { playEnd = true; videoPlayer.Pause(); StartCoroutine(SceneWait(40)); Title.fadeIsBlack = true; FadeIO.fadeIo.FadeOut(40); BGMMaster.AudioFadeOutStart(40); } }
/// <summary> /// BGMの音量を変更する関数 /// </summary> private void SettingBGM() { if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x > 0 && BGMvol < Menu.MAX_VOL) { BGMvol++; SaveData.SaveInt("BGMvolume", BGMvol); BGMvol = SaveData.GetInt("BGMvolume"); BGMMaster.ReLoad(); SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move)); KeyLoader.keyLoader.SetStickWait(RESET_KEY); } else if (!KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x < 0 && BGMvol > Menu.MIN_VOL) { BGMvol--; SaveData.SaveInt("BGMvolume", BGMvol); BGMvol = SaveData.GetInt("BGMvolume"); BGMMaster.ReLoad(); SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move)); KeyLoader.keyLoader.SetStickWait(RESET_KEY); } }
routineFunc runningFunc = null; //関数の初期化 void Start() { Application.targetFrameRate = 60; gui.SetActive(false); menuUI.gameObject.SetActive(false); //オープニングの遷移仕方によりフェードの色を変える if (fadeIsBlack) { //黒で遷移されたら黒に設定し FadeIO.fadeIo.SetFadeImage(FadeIO.black); } else { //白で遷移されたら白に設定する FadeIO.fadeIo.SetFadeImage(FadeIO.white); } //フェード処理 KeyLoader.keyLoader.SetKeyWait(Menu.FADE); FadeIO.fadeIo.FadeIn(Menu.FADE); BGMMaster.AudioFadeInStart(Menu.FADE); SEMaster.AudioFadeInStart(Menu.FADE); }
private void Start() { BGMMaster.Stop(); StartCoroutine(wait()); }
private void Awake() { audioSource = GetComponent <AudioSource>(); bgmMaster = this; }
/// <summary> /// ステージを選ぶ関数 /// </summary> private void SelectStage() { //ステージを決定する処理 if (!mainCameraObj.isRotation && !floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.A) { //modeを変更し、フロア選択に処理を移る mode = FLOOR_SELECT; SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide)); StartCoroutine(floorMove.SlidePut()); floorBackSprite.SetImage(); BestTimeNum.SetBestTime(); floorTop.SetImage(); floor = Menu.FLOOR1; floorNameManager.SetName(); stCur.Set(false); KeyLoader.keyLoader.SetStickWait(RESET_STAGE_FRAME); } //タイトルに戻る処理 else if (!mainCameraObj.isRotation && !floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.B) { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel)); KeyLoader.keyLoader.SetKeyWait(Menu.FADE); FadeIO.fadeIo.FadeOut(Menu.FADE); BGMMaster.AudioFadeOutStart(Menu.FADE); SEMaster.AudioFadeOutStart(Menu.FADE); runningFunc = () => LoadTitleScene(); StartCoroutine(RunCoroutine(Menu.FADE, runningFunc)); KeyLoader.keyLoader.SetStickWait(RESET_STAGE_FRAME); } //ポーズ画面を開く処理 else if (!mainCameraObj.isRotation && !floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.StartKey) { temp = mode; mode = PAUSE; SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Pause)); pause.Open(); stCur.Set(false); } //ジョイスティック入力:右 else if (!mainCameraObj.isRotation && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x > 0) { if (stage == Menu.GOD) { stage = Menu.MONSTER; } else { stage++; } SEMaster.Play(stageSelectSE); StartCoroutine(mainCameraObj.Right(stage)); StartCoroutine(stNameObj.TargetFrameMoveRightReset(CAMERA_ROTATION_TIME)); KeyLoader.keyLoader.SetStickWait(RESET_STAGE_FRAME); } //ジョイスティック入力:左 else if (!mainCameraObj.isRotation && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.x < 0) { if (stage == Menu.MONSTER) { stage = Menu.GOD; } else { stage--; } SEMaster.Play(stageSelectSE); StartCoroutine(mainCameraObj.Left(stage)); StartCoroutine(stNameObj.TargetFrameMoveLeftReset(CAMERA_ROTATION_TIME)); KeyLoader.keyLoader.SetStickWait(RESET_STAGE_FRAME); } }
/// <summary> /// フロアを選ぶ関数 /// </summary> private void SelectFloor() { Floor_Draw(); //選んだステージのフロアに入る処理 if (!floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.A) { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Decide)); KeyLoader.keyLoader.SetKeyWait(Menu.FADE); KeyLoader.keyLoader.SetStickWait(Menu.FADE); FadeIO.fadeIo.FadeOut(Menu.FADE); BGMMaster.AudioFadeOutStart(Menu.FADE); SEMaster.AudioFadeOutStart(Menu.FADE); runningFunc = () => LoadGameScene(); StartCoroutine(RunCoroutine(Menu.FADE, runningFunc)); } //ステージ選択に戻る処理 else if (!floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.B) { mode = STAGE_SELECT; SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Cancel)); StartCoroutine(floorMove.SlideOut()); KeyLoader.keyLoader.SetStickWait(Menu.FADE); stCur.Set(true); } //ポーズ画面を開く処理 else if (!floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.StartKey) { temp = mode; mode = PAUSE; SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Pause)); pause.Open(); //画面を開く処理 } //ジョイスティック入力:上 else if (!floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y > 0) { int before = floor; //一つ上のフロアが未開放フロアまたはフロア6ならフロア1に戻す if (ClearFloor[stage] <= floor || floor >= Menu.FLOOR6) { floor = Menu.FLOOR1; } else { floor++; } if (before != floor) { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move)); } KeyLoader.keyLoader.SetStickWait(RESET_FLOOR_FRAME); } //ジョイスティック入力:下 else if (!floorMove.isMoving && !KeyLoader.keyLoader.StickWait && KeyLoader.keyLoader.joyStickAxis.y < 0) { int before = floor; //1階目で操作した際に挑戦可能な最高フロアに戻す処理 if (floor == Menu.FLOOR1) { if (ClearFloor[stage] == Menu.FLOOR_NUM) { floor = Menu.FLOOR6; } else { floor = ClearFloor[stage]; } } else { floor--; } if (before != floor) { SEMaster.Play(KeyInputSE.keyInoutSE.GetClip(KeyInputSE.Type.Move)); } KeyLoader.keyLoader.SetStickWait(RESET_FLOOR_FRAME); } }