Example #1
0
    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();
    }
Example #5
0
 /// <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);
     }
 }
Example #6
0
 /// <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();
    }
Example #8
0
 /// <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);
    }
Example #10
0
 /// <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);
     }
 }
Example #12
0
 /// <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);
     }
 }
Example #13
0
    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);
    }
Example #14
0
 private void Start()
 {
     BGMMaster.Stop();
     StartCoroutine(wait());
 }
Example #15
0
    private void Awake()
    {
        audioSource = GetComponent <AudioSource>();

        bgmMaster = this;
    }
Example #16
0
    /// <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);
        }
    }
Example #17
0
    /// <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);
        }
    }