// Use this for initialization void Start() { textSprite = (exSpriteFont)this.gameObject.GetComponent <exSpriteFont>(); common = (CommonScript)GameObject.Find("Common").GetComponent <CommonScript>(); screenWidth = Screen.width; screenHeight = Screen.height; }
public ScriptTokenProcessor(CommonScript script, ScriptDbObject dbObject, DbInterpreter sourceInterpreter, DbInterpreter targetInterpreter) { this.Script = script; this.DbObject = dbObject; this.SourceInterpreter = sourceInterpreter; this.TargetInterpreter = targetInterpreter; }
void Start() { var player = PlayerIndexes.FromArrayIndex(this.playerIndex); mainCameraScript = GameObject.Find("Main Camera").GetComponent <CameraBehaviour>(); #region 当たり判定 opponent = CommonScript.ReverseTeban(player); opponentHitboxTag = ThisSceneDto.HitboxTags[this.Opponent][(int)HitboxIndex.Hitbox]; hitboxsSpriteRenderer = new SpriteRenderer[] { GameObject.Find(ThisSceneDto.HitboxPaths[player][(int)HitboxIndex.Hitbox]).GetComponent <SpriteRenderer>(), GameObject.Find(ThisSceneDto.HitboxPaths[player][(int)HitboxIndex.Weakbox]).GetComponent <SpriteRenderer>(), GameObject.Find(ThisSceneDto.HitboxPaths[player][(int)HitboxIndex.Strongbox]).GetComponent <SpriteRenderer>(), }; weakboxCollider2D = GameObject.Find(ThisSceneDto.HitboxPaths[player][(int)HitboxIndex.Weakbox]).GetComponent <BoxCollider2D>(); #endregion #region ジャンプ groundLayer = LayerMask.GetMask("Ground"); Rigidbody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); #endregion // x位置を共有できるようにするぜ☆ ThisSceneDto.PlayerToTransform[player] = transform; }
// Use this for initialization void Start() { textSprite = (exSpriteFont)this.gameObject.GetComponent<exSpriteFont>(); common = (CommonScript)GameObject.Find("Common").GetComponent<CommonScript>(); screenWidth = Screen.width; screenHeight = Screen.height; }
FacingOpponentLR GetFacingOfOpponentLR() { // 自分と相手の位置(相手が右側にいるとき正となるようにする) if (0 <= SceneCommon.Player_to_transform[(int)CommonScript.ReverseTeban((PlayerIndex)playerIndex)].position.x - transform.position.x) { return(FacingOpponentLR.Right); } return(FacingOpponentLR.Left); }
FacingOpponentLR GetFacingOfOpponentLR() { var player = PlayerIndexes.FromArrayIndex(this.playerIndex); // 自分と相手の位置(相手が右側にいるとき正となるようにする) if (0 <= ThisSceneDto.PlayerToTransform[CommonScript.ReverseTeban(player)].position.x - transform.position.x) { return(FacingOpponentLR.Right); } return(FacingOpponentLR.Left); }
public void SetScriptName(CommonScript script, FullIdContext idContext) { UidContext[] ids = idContext.uid(); var name = ids.Last(); script.Name = new TokenInfo(name); if (ids.Length > 1) { script.Owner = new TokenInfo(ids.First()); } }
///// <summary> ///// 現在のアニメーション・クリップに対応したデータを取得。 ///// </summary> ///// <returns></returns> //public CliptypeExRecordable GetCurrentCliptypeExRecord(CliptypeExTable cliptypeExTable) //{ // AnimatorStateInfo animeStateInfo = animator.GetCurrentAnimatorStateInfo(0); // CliptypeIndex aclipType = (CliptypeIndex)((StateExRecord)StateExTable.Instance.index_to_exRecord[StateExTable.Instance.hash_to_index[animeStateInfo.fullPathHash]]).Cliptype; // if (cliptypeExTable.index_to_exRecord.ContainsKey((int)aclipType)) // { // return cliptypeExTable.index_to_exRecord[(int)aclipType]; // } // throw new UnityException("aclipType = [" + aclipType + "]に対応するアニメーション・クリップのレコードが無いぜ☆"); //} /// <summary> /// 相手に向かって進んでいるか、相手から離れているか、こっちからは動いていないかを判定する。 /// </summary> /// <param name="leverX"></param> /// <returns></returns> public FacingOpponentMoveFwBkSt GetFacingOpponentMoveFwBkSt(float leverX) { if (0.0f == leverX) { return(FacingOpponentMoveFwBkSt.Stay); } if (Mathf.Sign(SceneCommon.Player_to_transform[(int)CommonScript.ReverseTeban((PlayerIndex)playerIndex)].position.x - transform.position.x) == Mathf.Sign(leverX) ) { return(FacingOpponentMoveFwBkSt.Forward); } return(FacingOpponentMoveFwBkSt.Back); }
///// <summary> ///// 現在のアニメーション・クリップに対応したデータを取得。 ///// </summary> ///// <returns></returns> //public CliptypeExRecordable GetCurrentCliptypeExRecord(CliptypeExTable cliptypeExTable) //{ // AnimatorStateInfo animeStateInfo = animator.GetCurrentAnimatorStateInfo(0); // CliptypeIndex aclipType = (CliptypeIndex)((StateExRecord)StateExTable.Instance.index_to_exRecord[StateExTable.Instance.hash_to_index[animeStateInfo.fullPathHash]]).Cliptype; // if (cliptypeExTable.index_to_exRecord.ContainsKey((int)aclipType)) // { // return cliptypeExTable.index_to_exRecord[(int)aclipType]; // } // throw new UnityException("aclipType = [" + aclipType + "]に対応するアニメーション・クリップのレコードが無いぜ☆"); //} /// <summary> /// 相手に向かって進んでいるか、相手から離れているか、こっちからは動いていないかを判定する。 /// </summary> /// <param name="leverX"></param> /// <returns></returns> public FacingOpponentMoveFwBkSt GetFacingOpponentMoveFwBkSt(float leverX) { if (0.0f == leverX) { return(FacingOpponentMoveFwBkSt.Stay); } var player = PlayerIndexes.FromArrayIndex(this.playerIndex); if (Mathf.Sign(ThisSceneDto.PlayerToTransform[CommonScript.ReverseTeban(player)].position.x - transform.position.x) == Mathf.Sign(leverX) ) { return(FacingOpponentMoveFwBkSt.Forward); } return(FacingOpponentMoveFwBkSt.Back); }
public override string GenerateScripts(CommonScript script) { if (script is RoutineScript routineScript) { return(this.GenerateRoutineScripts(routineScript)); } else if (script is ViewScript viewScript) { return(this.GenearteViewScripts(viewScript)); } else if (script is TriggerScript triggerScript) { return(this.GenearteTriggerScripts(triggerScript)); } else { throw new NotSupportedException($"Not support generate scripts for type: {script.GetType()}."); } }
public virtual void ExtractFunctions(CommonScript script, ParserRuleContext node) { if (node == null || node.children == null) { return; } foreach (var child in node.children) { if (this.IsFunction(child)) { script.Functions.Add(new TokenInfo(child as ParserRuleContext)); } else if (child is ParserRuleContext) { this.ExtractFunctions(script, child as ParserRuleContext); } } }
void Start() { mainCameraScript = GameObject.Find("Main Camera").GetComponent <Main_CameraScript>(); #region 当たり判定 opponent = CommonScript.ReverseTeban((PlayerIndex)playerIndex); opponentHitboxTag = SceneCommon.PlayerAndHitbox_to_tag[(int)this.Opponent, (int)HitboxIndex.Hitbox]; hitboxsSpriteRenderer = new SpriteRenderer[] { GameObject.Find(SceneCommon.PlayerAndHitbox_to_path[playerIndex, (int)HitboxIndex.Hitbox]).GetComponent <SpriteRenderer>(), GameObject.Find(SceneCommon.PlayerAndHitbox_to_path[playerIndex, (int)HitboxIndex.Weakbox]).GetComponent <SpriteRenderer>(), GameObject.Find(SceneCommon.PlayerAndHitbox_to_path[playerIndex, (int)HitboxIndex.Strongbox]).GetComponent <SpriteRenderer>(), }; weakboxCollider2D = GameObject.Find(SceneCommon.PlayerAndHitbox_to_path[playerIndex, (int)HitboxIndex.Weakbox]).GetComponent <BoxCollider2D>(); #endregion #region ジャンプ groundLayer = LayerMask.GetMask("Ground"); Rigidbody2D = GetComponent <Rigidbody2D>(); animator = GetComponent <Animator>(); #endregion // x位置を共有できるようにするぜ☆ SceneCommon.Player_to_transform[playerIndex] = transform; }
// Use this for initialization void Start() { // Disable rendering of all child items foreach (Component component in this.GetComponentsInChildren <Component>()) { if (component.gameObject.renderer != null) { component.gameObject.renderer.enabled = false; } } fadeTimerStart = 0; fadeDone = true; submitButton = GameObject.Find("SubmitButton").GetComponent <exSprite>(); submitLabel = GameObject.Find("SubmitLabel").GetComponent <exSpriteFont>(); submitButtonActive = false; // Disable the submit button to avoid collisions submitButton.gameObject.active = false; common = (CommonScript)GameObject.Find("Common").GetComponent <CommonScript>(); }
/// <summary> /// 手番を変えるぜ☆ /// </summary> /// <param name="teban"></param> public void SetTeban(PlayerIndex teban) { CommonScript.Teban = teban; PlayerIndex opponent = CommonScript.ReverseTeban(teban); //Debug.Log("Teban = " + teban.ToString() + " Opponent = " + opponent.ToString()); // 先手の色 { player_to_turn[(int)teban].color = Color.white; player_to_time[(int)teban].color = Color.white; Color outlineColor; if (ColorUtility.TryParseHtmlString("#776DC180", out outlineColor)) { player_to_turnOutline[(int)teban].effectColor = outlineColor; player_to_timeOutline[(int)teban].effectColor = outlineColor; } } // 後手の色 { Color fontColor; if (ColorUtility.TryParseHtmlString("#A5A9A9FF", out fontColor)) { player_to_turn[(int)opponent].color = fontColor; player_to_time[(int)opponent].color = fontColor; } Color outlineColor; if (ColorUtility.TryParseHtmlString("#35298E80", out outlineColor)) { player_to_turnOutline[(int)opponent].effectColor = outlineColor; player_to_timeOutline[(int)opponent].effectColor = outlineColor; } } }
// Update is called once per frame void Update() { #region 対局開始表示 ReadyingTime++; if (SceneCommon.READY_TIME_LENGTH == ReadyingTime) { fight0.SetActive(false); fight1.SetActive(false); } #endregion #region 投了判定 for (int iLoser = (int)PlayerIndex.Player1; iLoser < (int)PlayerIndex.Num; iLoser++) { if (player_to_charScript[iLoser].IsResign) { player_to_charScript[iLoser].IsResign = false; PlayerIndex winner = CommonScript.ReverseTeban((PlayerIndex)iLoser); player_to_winCount[(int)winner]++; if ((int)PlayerIndex.Player1 == iLoser) { // 1プレイヤーの投了 CommonScript.Result = Result.Player2_Win; } else if ((int)PlayerIndex.Player2 == iLoser) { // 2プレイヤーの投了 CommonScript.Result = Result.Player1_Win; } else { throw new UnityException("どっちが勝ったんだぜ☆?"); } // 現在、何ラウンドか☆ int round; if (!playerAndRound_to_result[iLoser, 0].activeSelf)//1ラウンド目の星が表示されていないとき。 { round = 0; } else if (!playerAndRound_to_result[iLoser, 1].activeSelf)//2ラウンド目の星が表示されていないとき。 { round = 1; if (1 < player_to_winCount[(int)winner])//2本先取 { SceneManager.LoadScene(CommonScript.Scene_to_name[(int)SceneIndex.Result]); return; } } else//星が2ラウンド目まで表示されているとき☆ { round = 2; SceneManager.LoadScene(CommonScript.Scene_to_name[(int)SceneIndex.Result]); return; } //if (round < 2) { playerAndRound_to_result[(int)PlayerIndex.Player1, round].SetActive(true); playerAndRound_to_result[(int)PlayerIndex.Player2, round].SetActive(true); Sprite[] sprites = Resources.LoadAll <Sprite>("Sprites/ResultMark0"); if (PlayerIndex.Player1 == winner) { playerAndRound_to_result[(int)PlayerIndex.Player1, round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_0")); playerAndRound_to_result[(int)PlayerIndex.Player2, round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_1")); } else if (PlayerIndex.Player2 == winner) { playerAndRound_to_result[(int)PlayerIndex.Player1, round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_1")); playerAndRound_to_result[(int)PlayerIndex.Player2, round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_0")); } InitTime(); InitBar(); isRoundFinished = false; IsResignCalled = false; resign0.SetActive(false); player_to_playerChar[(int)PlayerIndex.Player1].transform.position = new Vector3(2.52f, 0.0f); player_to_playerChar[(int)PlayerIndex.Player2].transform.position = new Vector3(-2.52f, 0.0f); ReadyingTime = 0; fight0.SetActive(true); fight1.SetActive(true); } } } #endregion #region 時間制限 if (!isRoundFinished) { // カウントダウン player_to_timeCount[(int)CommonScript.Teban] -= Time.deltaTime; // 前のフレームからの経過時間を引くぜ☆ player_to_time[(int)CommonScript.Teban].text = ((int)player_to_timeCount[(int)CommonScript.Teban]).ToString(); } #endregion #region HP、残り時間判定 if (!isRoundFinished) { //if (bar1_rt.sizeDelta.x <= 0 && bar2_rt.sizeDelta.x <= 0) //{ // // ダブル・ノックアウト //} //else PlayerIndex loser = PlayerIndex.Num; if (player_to_barTransform[(int)PlayerIndex.Player2].sizeDelta.x <= player_to_barTransform[(int)PlayerIndex.Player1].sizeDelta.x || player_to_timeCount[(int)PlayerIndex.Player2] < 1.0f) { // 1プレイヤーの勝ち loser = PlayerIndex.Player2; } else if (player_to_barTransform[(int)PlayerIndex.Player1].sizeDelta.x <= 0 || player_to_timeCount[(int)PlayerIndex.Player1] < 1.0f) { // 2プレイヤーの勝ち loser = (int)PlayerIndex.Player1; } if (PlayerIndex.Num != loser) { isRoundFinished = true; player_to_charScript[(int)loser].Pull_ResignByLose(); } } #endregion }
// Setup common and game state void SetupCommon() { common = (CommonScript)GameObject.Find("Common").GetComponent<CommonScript>(); }
// Use this for initialization void Start() { // Disable rendering of all child items foreach (Component component in this.GetComponentsInChildren<Component>()) { if (component.gameObject.renderer != null) { component.gameObject.renderer.enabled = false; } } fadeTimerStart = 0; fadeDone = true; submitButton = GameObject.Find("SubmitButton").GetComponent<exSprite>(); submitLabel = GameObject.Find("SubmitLabel").GetComponent<exSpriteFont>(); submitButtonActive = false; // Disable the submit button to avoid collisions submitButton.gameObject.active = false; common = (CommonScript)GameObject.Find("Common").GetComponent<CommonScript>(); }
public abstract string GenerateScripts(CommonScript script);
public override void Translate() { if (this.sourceDbInterpreter.DatabaseType == this.targetDbInterpreter.DatabaseType) { return; } if (this.hasError) { return; } this.LoadMappings(); SqlAnalyserBase sourceAnalyser = this.GetSqlAnalyser(this.sourceDbInterpreter.DatabaseType); SqlAnalyserBase targetAnalyser = this.GetSqlAnalyser(this.targetDbInterpreter.DatabaseType); Action <T, CommonScript> processTokens = (dbObj, script) => { if (typeof(T) == typeof(Function)) { AnalyseResult result = sourceAnalyser.AnalyseFunction(dbObj.Definition.ToUpper()); if (!result.HasError) { RoutineScript routine = result.Script as RoutineScript; if (this.targetDbInterpreter.DatabaseType == DatabaseType.MySql && routine.ReturnTable != null) { routine.Type = RoutineType.PROCEDURE; } } } ScriptTokenProcessor tokenProcessor = new ScriptTokenProcessor(script, dbObj, this.sourceDbInterpreter, this.targetDbInterpreter); tokenProcessor.UserDefinedTypes = this.UserDefinedTypes; tokenProcessor.TargetDbOwner = this.TargetDbOwner; tokenProcessor.Process(); dbObj.Definition = targetAnalyser.GenerateScripts(script); }; foreach (T dbObj in this.scripts) { if (this.hasError) { break; } try { Type type = typeof(T); this.FeedbackInfo($"Begin to translate {type.Name} \"{dbObj.Name}\"."); bool tokenProcessed = false; this.Validate(dbObj); string originalDefinition = dbObj.Definition; AnalyseResult result = sourceAnalyser.Analyse <T>(originalDefinition.ToUpper()); CommonScript script = result.Script; bool replaced = false; if (result.HasError) { #region Special handle for view if (typeof(T) == typeof(View)) { //Currently, ANTLR can't parse some complex tsql accurately, so it uses general strategy. if (this.sourceDbInterpreter.DatabaseType == DatabaseType.SqlServer) { ViewTranslator viewTranslator = new ViewTranslator(this.sourceDbInterpreter, this.targetDbInterpreter, new List <View>() { dbObj as View }, this.TargetDbOwner) { SkipError = this.SkipError }; viewTranslator.Translate(); replaced = true; } //Currently, ANTLR can't parse some view correctly, use procedure to parse it temporarily. if (this.sourceDbInterpreter.DatabaseType == DatabaseType.Oracle) { string oldDefinition = dbObj.Definition; int asIndex = oldDefinition.IndexOf(" AS ", StringComparison.OrdinalIgnoreCase); StringBuilder sbNewDefinition = new StringBuilder(); sbNewDefinition.AppendLine($"CREATE OR REPLACE PROCEDURE {dbObj.Name} AS"); sbNewDefinition.AppendLine("BEGIN"); sbNewDefinition.AppendLine($"{oldDefinition.Substring(asIndex + 5).TrimEnd(';') + ";"}"); sbNewDefinition.AppendLine($"END {dbObj.Name};"); dbObj.Definition = sbNewDefinition.ToString(); AnalyseResult procResult = sourceAnalyser.Analyse <Procedure>(dbObj.Definition.ToUpper()); if (!procResult.HasError) { processTokens(dbObj, procResult.Script); tokenProcessed = true; dbObj.Definition = Regex.Replace(dbObj.Definition, " PROCEDURE ", " VIEW ", RegexOptions.IgnoreCase); dbObj.Definition = Regex.Replace(dbObj.Definition, @"(BEGIN[\r][\n])|(END[\r][\n])", "", RegexOptions.IgnoreCase); replaced = true; } } } #endregion } if (!result.HasError && !tokenProcessed) { processTokens(dbObj, script); } bool formatHasError = false; string definition = this.ReplaceVariables(dbObj.Definition); dbObj.Definition = definition; // this.FormatSql(definition, out formatHasError); if (formatHasError) { dbObj.Definition = definition; } if (this.OnTranslated != null) { this.OnTranslated(this.targetDbInterpreter.DatabaseType, dbObj, new TranslateResult() { Error = result.Error, Data = dbObj.Definition }); } this.FeedbackInfo($"End translate {type.Name} \"{dbObj.Name}\", translate result: { (result.HasError ? "Error" : "OK") }."); if (!replaced && result.HasError) { this.FeedbackError(this.ParseSqlSyntaxError(result.Error, originalDefinition).ToString(), this.SkipError); if (!this.SkipError) { this.hasError = true; } } } catch (Exception ex) { var sce = new ScriptConvertException <T>(ex) { SourceServer = this.sourceDbInterpreter.ConnectionInfo.Server, SourceDatabase = this.sourceDbInterpreter.ConnectionInfo.Database, SourceObject = dbObj.Name, TargetServer = this.targetDbInterpreter.ConnectionInfo.Server, TargetDatabase = this.targetDbInterpreter.ConnectionInfo.Database, TargetObject = dbObj.Name }; if (!this.SkipError) { this.hasError = true; throw sce; } else { this.FeedbackError(ExceptionHelper.GetExceptionDetails(ex), this.SkipError); } } } }
public void SetScriptBody(CommonScript script, RoutineBodyContext body) { script.Statements.AddRange(this.ParseRoutineBody(body)); }
// Setup common and game state void SetupCommon() { common = (CommonScript)GameObject.Find("Common").GetComponent <CommonScript>(); }
// Update is called once per frame void Update() { #region 対局開始表示 ReadyingTime++; if (ThisSceneDto.ReadyTimeLength == ReadyingTime) { fight0.SetActive(false); fight1.SetActive(false); } #endregion #region 投了判定 foreach (var loser in PlayerIndexes.All) { if (this.PlayerDTOs[loser].PlayerCharScript.IsResign) { this.PlayerDTOs[loser].PlayerCharScript.IsResign = false; PlayerIndex winner = CommonScript.ReverseTeban(loser); this.PlayerDTOs[winner].WinCount++; if (PlayerIndex.Player1 == loser) { // 1プレイヤーの投了 CommonScript.Result = Result.Player2_Win; } else if (PlayerIndex.Player2 == loser) { // 2プレイヤーの投了 CommonScript.Result = Result.Player1_Win; } else { throw new UnityException("どっちが勝ったんだぜ☆?"); } // 現在、何ラウンドか☆ int round; if (!this.PlayerDTOs[loser].RoundsResult[0].activeSelf)//1ラウンド目の星が表示されていないとき。 { round = 0; } else if (!this.PlayerDTOs[loser].RoundsResult[1].activeSelf)//2ラウンド目の星が表示されていないとき。 { round = 1; if (1 < this.PlayerDTOs[winner].WinCount)//2本先取 { SceneManager.LoadScene(CommonScript.Scene_to_name[(int)SceneIndex.Result]); return; } } else//星が2ラウンド目まで表示されているとき☆ { round = 2; SceneManager.LoadScene(CommonScript.Scene_to_name[(int)SceneIndex.Result]); return; } //if (round < 2) { this.PlayerDTOs[PlayerIndex.Player1].RoundsResult[round].SetActive(true); this.PlayerDTOs[PlayerIndex.Player2].RoundsResult[round].SetActive(true); Sprite[] sprites = Resources.LoadAll <Sprite>("Sprites/ResultMark0"); if (PlayerIndex.Player1 == winner) { this.PlayerDTOs[PlayerIndex.Player1].RoundsResult[round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_0")); this.PlayerDTOs[PlayerIndex.Player2].RoundsResult[round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_1")); } else if (PlayerIndex.Player2 == winner) { this.PlayerDTOs[PlayerIndex.Player1].RoundsResult[round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_1")); this.PlayerDTOs[PlayerIndex.Player2].RoundsResult[round].GetComponent <Image>().sprite = System.Array.Find <Sprite>(sprites, (sprite) => sprite.name.Equals("ResultMark0_0")); } InitTime(); InitBar(); isRoundFinished = false; IsResignCalled = false; resign0.SetActive(false); this.PlayerDTOs[PlayerIndex.Player1].PlayerChar.transform.position = new Vector3(2.52f, 0.0f); this.PlayerDTOs[PlayerIndex.Player2].PlayerChar.transform.position = new Vector3(-2.52f, 0.0f); ReadyingTime = 0; fight0.SetActive(true); fight1.SetActive(true); } } } #endregion #region // 時間制限 if (!isRoundFinished) { // カウントダウン this.PlayerDTOs[CommonScript.Teban].TimeCount -= Time.deltaTime; // 前のフレームからの経過時間を引くぜ☆ this.PlayerDTOs[CommonScript.Teban].Time.text = ((int)this.PlayerDTOs[CommonScript.Teban].TimeCount).ToString(); } #endregion #region HP、残り時間判定 if (!isRoundFinished) { //if (bar1_rt.sizeDelta.x <= 0 && bar2_rt.sizeDelta.x <= 0) //{ // // ダブル・ノックアウト //} //else PlayerIndex loser = PlayerIndex.None; if (this.PlayerDTOs[PlayerIndex.Player2].BarTransform.sizeDelta.x <= this.PlayerDTOs[PlayerIndex.Player1].BarTransform.sizeDelta.x || this.PlayerDTOs[PlayerIndex.Player2].TimeCount < 1.0f) { // 1プレイヤーの勝ち loser = PlayerIndex.Player2; } else if (this.PlayerDTOs[PlayerIndex.Player1].BarTransform.sizeDelta.x <= 0 || this.PlayerDTOs[PlayerIndex.Player1].TimeCount < 1.0f) { // 2プレイヤーの勝ち loser = PlayerIndex.Player1; } if (PlayerIndex.None != loser) { isRoundFinished = true; this.PlayerDTOs[loser].PlayerCharScript.Pull_ResignByLose(); } } #endregion }