Example #1
0
    void Update()
    {
        ModeSetting.ConnectedUpdate();

        MenuState();
        return;
    }
Example #2
0
    private const int k_color_num_min = 0;                            //カラー最小値


    //初期化関数
    public static void initialized()
    {
        remaining = k_initial_remaining;
        for (int i = 0; i < 4; i++)
        {
            //何ともつながっていない
            is_connect[i] = false;
        }
        ModeSetting.ConnectedUpdate();
    }
Example #3
0
    private void Start()
    {
        stock_set = transform.Find("Stock").GetComponent <StockSetting>();

        Initialized();
        ModeSetting.initialized();
        ModeSetting.ConnectedUpdate();
        for (int i = 0; i < ModeSetting.k_player_num_max; i++)
        {
            gamepad_state = gamepad_state_old = GamePad.GetState((GamePad.Index) 0);
        }
    }
Example #4
0
    private void Update()
    {
        if (stock_tex == null)
        {
            Debug.Log("データが作成できていません");
            return;
        }

        if (ModeSetting.GetRemaining() == 0)
        {
            Debug.Log("ModeSetingを初期化されていません");
        }
        //テキスト変更
        stock_tex.text = "" + ModeSetting.GetRemaining();
    }
Example #5
0
        public GpgsaData(string[] sa)
        {
            head         = "GPGSA";
            satellitePRN = new int?[12];

            modeSetting = Enum.GetValues(typeof(ModeSetting)).Cast <ModeSetting>().FirstOrDefault(a => (char)a == sa[1][0]);
            Enum.TryParse <ModeType>(sa[2], out modeType);

            positionDilutionOfPrecision  = Util.NullableDouble(sa[15]);
            hoizontalDilutionOfPrecision = Util.NullableDouble(sa[16]);
            verticalDilutionOfPrecision  = Util.NullableDouble(sa[17]);;

            for (int i = 0; i < satellitePRN.Length; i++)
            {
                satellitePRN[i] = Util.NullableInt(sa[i + 3]);
            }
        }
Example #6
0
 //ストックUI上での処理
 private void StockUiBehavior()
 {
     if (gamepad_state.LeftShoulder && !gamepad_state_old.LeftShoulder)
     {
         //ストックの減算
         ModeSetting.ChangeRemaining(-1);
         return;
     }
     else if (gamepad_state.RightShoulder && !gamepad_state_old.RightShoulder)
     {
         //ストックの加算
         ModeSetting.ChangeRemaining(1);
         return;
     }
     if (gamepad_state.Down && !gamepad_state_old.Down)
     {
         //ストックからプレイヤーの色選択へ移動
         player_carsor.menu_ui = MenuUI.PLAYER1;
     }
     //ここでカーソルの移動処理を
     SetCarsorPos();
 }
 public TransformDataLerpSettings(ModeSetting usePosition = ModeSetting.Use, ModeSetting useRotation = ModeSetting.Use, ModeSetting useScale = ModeSetting.Use)
 {
     UsePosition = usePosition;
     UseRotation = useRotation;
     UseScale    = useScale;
 }
    void Initialize()
    {
        isPreUpdatePassed = false; //一秒
        isGameStartPassed = false; //一秒
        isGameSetPassed   = false; //一秒
        isGameEndPassed   = false; //一秒
        gameStepTime      = 0.0f;
        //接続されているコントローラーからプレイヤーを生成する
        //Lutが必要
        //Test
        foreach (var pl in ModeSetting.player_data)
        {
            players.Add(Instantiate((GameObject)Resources.Load("Player"), respawnParamaters[pl.player_number + 1].pos, Quaternion.AngleAxis(respawnParamaters[pl.player_number + 1].rotation, Vector3.forward)));

            players[players.Count - 1].GetComponent <PlayerController>().Initialized();
            players[players.Count - 1].GetComponent <PlayerController>().SetPlayerNO(pl.player_number + 1);
            players[players.Count - 1].GetComponent <PlayerController>().SetRespownParamater(respawnParamaters[pl.player_number + 1].pos, respawnParamaters[pl.player_number + 1].rotation);
            players[players.Count - 1].GetComponent <PlayerController>().SetUpdaterToWait();
            players[players.Count - 1].GetComponent <PlayerController>().playerStock = 3 + (uint)ModeSetting.GetRemaining();
            players[players.Count - 1].GetComponent <SpriteRenderer>().sprite        = this.characterTextures[(int)pl.color];

            playerCanvasController.CreatPlayerCanvas(players[players.Count - 1].GetComponent <PlayerController>());
        }


        maxPlayer   = (uint)players.Count;
        deadCount   = 0;
        gameUpdater = GameUpdateFadeIn;
        fade.FadeIn(maxFadeUpdateTime, () =>
        {
            gameUpdater = GameUpdatePreUpdate;
            readyCatin  = Instantiate((GameObject)Resources.Load("ReadyCatin"), playerCanvasController.transform);
        });
    }
Example #9
0
    private void PlayerUiBehavior()
    {
        if (ModeSetting.player_data.Count == 0)
        {
            //なにも接続されていない
            Debug.Log("1Pの接続を確認できません");
            return;
        }

        //LRでのカラー変換
        if (gamepad_state.LeftShoulder && !gamepad_state_old.LeftShoulder)
        {
            ModeSetting.ChangePlayerColor((int)player_carsor.menu_ui - 1, -1);
        }
        else if (gamepad_state.RightShoulder && !gamepad_state_old.RightShoulder)
        {
            ModeSetting.ChangePlayerColor((int)player_carsor.menu_ui - 1, 1);
        }

        //プレイヤーのカーソル移動をする
        //上
        if (gamepad_state.Up && !gamepad_state_old.Up)
        {
            if (player_carsor.menu_ui == MenuUI.PLAYER1 ||
                player_carsor.menu_ui == MenuUI.PLAYER2)
            {
                //画面左側のプレイヤーはストックの選択場所へ移動
                player_carsor.menu_ui = MenuUI.STOCK;
            }
            else
            {
                player_carsor.menu_ui -= 2;
            }
        }
        //下
        else if (gamepad_state.Down && !gamepad_state_old.Down)
        {
            if (player_carsor.menu_ui == MenuUI.PLAYER1 ||
                player_carsor.menu_ui == MenuUI.PLAYER2)
            {
                player_carsor.menu_ui += 2;
            }
            else
            {
                //ストックからプレイヤーの色選択へ移動
                player_carsor.menu_ui = MenuUI.SETEND;
            }
        }
        //右
        else if (gamepad_state.Left && !gamepad_state_old.Left)
        {
            if (player_carsor.menu_ui == MenuUI.PLAYER2 ||
                player_carsor.menu_ui == MenuUI.PLAYER4)
            {
                player_carsor.menu_ui -= 1;
            }
        }
        else if (gamepad_state.Right && !gamepad_state_old.Right)
        {
            if (player_carsor.menu_ui == MenuUI.PLAYER1 ||
                player_carsor.menu_ui == MenuUI.PLAYER3)
            {
                player_carsor.menu_ui += 1;
            }
        }
        SetCarsorPos();
    }