private void GameStart() { footPrinter.FirstProccess(); effectSpawner.FirstProcces(); effectSpawner2.FirstProcces(); stageCreater.InitProcces(); Vector3 cameraPos = new Vector3(); float speed = 0; stageCreater.MapReset(stageName, ref cameraPos, ref speed); mainCamera.transform.position = cameraPos; mainCamera.transform.rotation = Quaternion.Euler(0, 0, 0); player.Reset(); player.SetSpeed(speed); }
//stateを変える関数 private void StateChange() { switch (state) { case (gameState.Ready): state = gameState.Start; footPrinter.FirstProccess(); //ステージを配置させる stageCreater.footPrinter = footPrinter; stageCreater.InitProcces(); stageCreater.MapReset(stageName); //playerを初期化 player.haveMapDateObject = stageCreater; player.Reset(); break; //StartからGameへ case (gameState.Start): state = gameState.Game; //暗転を消す blackScreen.color = new Color(0, 0, 0, 0); break; //GameからClearへ case (gameState.Game): state = gameState.Clear; stageCreater.ResetMap(); break; case (gameState.Clear): state = gameState.Result; break; case (gameState.Result): state = gameState.Ready; break; } }