void Update() { ModeSetting.ConnectedUpdate(); MenuState(); return; }
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(); }
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); } }
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(); }
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]); } }
//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); }); }
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(); }