// Update is called once per frame
    void Update()
    {
        if (m_sceneMain.IsGamePlay() == false)
        {
            return;
        }
        Vector3 vector = SceneMain.GetInput(m_initData.playerNo);

        rigidbody.velocity = vector * m_speed;

        // 歩行音を鳴らす
        if (rigidbody.velocity.sqrMagnitude > 0F)
        {
            walkSEObj.enabled = true;
        }
        else
        {
            walkSEObj.enabled = false;
        }

        // 移動した方向を向く
        if (rigidbody.velocity.magnitude > 0.01f)                                       //ベクトルの長さが0.01fより大きい場合にプレイヤーの向きを変える処理を入れる(0では入れないので)
        {
            detective.transform.rotation = Quaternion.LookRotation(rigidbody.velocity); //ベクトルの情報をQuaternion.LookRotationに引き渡し回転量を取得しプレイヤーを回転させる
        }
    }
Example #2
0
 public TopMenu(IAudioEngine s, Player p, SceneMain m, SaveData save)
     : base(s)
 {
     this.savedata = save;
     this.main     = m;
     this.player   = p;
     this.Init();
 }
Example #3
0
    public override void OnShow()
    {
        slider.interactable = false;    //禁用交互

        SceneMain sceneMain = SceneManager.Instance.CreateScene <SceneMain>();

        sceneMain.SetLoadingProgress(setLoadingProgress);
        SceneManager.Instance.PushScene(sceneMain);
    }
Example #4
0
 public FolderSelect(IAudioEngine s, Player p, SceneMain m, TopMenu t, SaveData save)
     : base(s, p, t, save)
 {
     this.main = m;
     this.main.FolderReset();
     this.nowscene = FolderSelect.SCENE.fadein;
     this.subMenu  = new FolderEdit(this.sound, p, m, t, this, save);
     this.Alpha    = byte.MaxValue;
     this.FolderCheckAll();
 }
Example #5
0
    void Start()
    {
#if UNITY_EDITOR
        Exited = false;
#endif
        GameObject.DontDestroyOnLoad(this);
        Instance = this;
        GlobalInit();
        m_FrameTick = m_GCTick = Utility.GetTickCount();
    }
Example #6
0
 public Navi(IAudioEngine s, Player p, SceneMain m, TopMenu t, SaveData save)
     : base(s, p, t, save)
 {
     this.eventmanager = new EventManager(this.sound);
     this.Alpha        = byte.MaxValue;
     this.pageX[0]     = 112;
     this.pageX[1]     = 240;
     this.main         = m;
     this.manager      = new AddOnManager(s, p, t, this, this.savedata);
 }
 private void Awake()
 {
     if (instance != null)
     {
         Destroy(gameObject);
     }
     else
     {
         _instance = this;
     }
 }
    // Start is called before the first frame update
    void Start()
    {
        detective     = transform.Find("detective/detective").gameObject;
        rigidbody     = GetComponent <Rigidbody>();
        m_textMeshObj = transform.Find("TextMesh").gameObject;
        m_textMeshObj.GetComponent <TextMesh>().text = string.Format("{0}P", m_initData.playerNo + 1);
        // 当たり判定関数を登録
        var hit = transform.Find("Hit").gameObject.GetComponent <HitClass>().hitCallback = Hit;

        m_audio     = this.GetComponent <AudioSource>();
        m_sceneMain = GameObject.Find("SceneMain").GetComponent <SceneMain>();
    }
Example #9
0
 public Save(IAudioEngine s, Player p, TopMenu t, SaveData save, SceneMain m)
     : base(s, p, t, save)
 {
     this.main     = m;
     this.yesno    = true;
     this.Alpha    = byte.MaxValue;
     this.time     = this.savedata.GetTime();
     this.comp     = this.savedata.GetHaveManyChips();
     this.chips    = this.savedata.GetHaveChips();
     this.money    = this.savedata.Money.ToString();
     this.thread_1 = new Thread(new ThreadStart(() => this.savedata.SaveFile(this.main.parent)));
 }
Example #10
0
 public SceneBattle(
     IAudioEngine s,
     ShanghaiEXE p,
     SceneMain main,
     EventManager e,
     bool res,
     int count,
     bool gameover,
     string bgm,
     SaveData save)
     : base(s, p, save)
 {
     p.TexClear(false);
     this.main     = main;
     this.gameover = gameover;
     this.bgm      = bgm;
     this.doresult = res;
     for (int x = 0; x < this.panel.GetLength(0); ++x)
     {
         for (int y = 0; y < this.panel.GetLength(1); ++y)
         {
             this.panel[x, y] = new Panel(this.sound, this, x, y)
             {
                 state = Panel.PANEL._nomal,
                 color = x >= 3 ? Panel.COLOR.blue : Panel.COLOR.red
             };
             this.panel[x, y].colordefault = this.panel[x, y].color;
             if (x == 0 || x == 5)
             {
                 this.panel[x, y].inviolability = true;
             }
         }
     }
     this.battlenum        = this.savedata.ValList[9];
     this.tutorial         = this.parent.tutorial;
     this.eventmanager     = e;
     this.playerstatus     = main;
     this.positionHPwindow = new Vector2(24f, 8f);
     this.mind             = new MindWindow(this.sound, this, this.savedata);
     this.player           = new Player(this.sound, this, 1, 1, main, this.savedata.busterspec[0], this.savedata.busterspec[1], this.savedata.busterspec[2], this.mind, this.savedata);
     this.players.Add(this.player);
     this.parent         = p;
     this.back           = new BackDefault();
     this.nowscene       = SceneBattle.BATTLESCENE.init;
     this.custom         = new Custom(this.sound, this, main, this.player, this.savedata);
     this.customgauge    = new CustomGauge(this.sound);
     this.battlecount    = count;
     AttackBase.AtIDBlue = 0L;
     AttackBase.AtIDRed  = 0L;
 }
Example #11
0
    public static SceneMain instance = null;                  //Static instance of GameManager which allows it to be accessed by any other script.
    void Awake()
    {
        //Check if instance already exists
        if (instance == null)
        {
            instance = this;
        }
        else if (instance != this)
        {
            Destroy(gameObject);
        }

        //Sets this to not be destroyed when reloading scene
        // use full to keep it until the end of the game.
    }
Example #12
0
 public ShanghaiBase(
   IAudioEngine s,
   SceneBattle p,
   int pX,
   int pY,
   SceneMain main,
   byte bp,
   byte br,
   byte bc,
   MindWindow m,
   SaveData save)
   : base(s, p, pX, pY, main, bp, br, bc, m, save)
 {
     this.union = Panel.COLOR.blue;
     this.rebirth = true;
     this.number = -2;
 }
Example #13
0
    // Start is called before the first frame update
    void Start()
    {
        phantom       = transform.Find("phantom/phantom").gameObject;
        m_renderer    = phantom.GetComponent <Renderer>();
        m_rigidbody   = GetComponent <Rigidbody>();
        m_animator    = phantom.GetComponent <Animator>();
        m_textMeshObj = transform.Find("TextMesh").gameObject;
        m_textMeshObj.GetComponent <TextMesh>().text = string.Format("{0}P", m_initData.playerNo + 1);
        m_audio       = this.GetComponent <AudioSource>();
        m_scoreParent = GameObject.Find(string.Format("Score{0}", m_phantomNo));

        m_sceneMain = GameObject.Find("SceneMain").GetComponent <SceneMain>();
        // 当たり判定関数を登録
        var hit = transform.Find("Hit").gameObject.GetComponent <HitClass>().hitCallback = Hit;

        UpdateScoreUi();
    }
Example #14
0
 public Player(
     IAudioEngine s,
     SceneMap p,
     Point po,
     int floor,
     MapCharacterBase.ANGLE a,
     SceneMain m,
     SaveData save,
     float Z)
     : base(s, p, po, floor, a, null)
 {
     this.position.Z = Z;
     this.main       = m;
     this.menu       = new TopMenu(s, this, this.main, save);
     this.rendType   = 1;
     this.savedata   = save;
     this.player     = true;
     this.info       = new InfoMessage(this.sound, this.savedata);
 }
Example #15
0
    /// <summary>
    /// 移動処理
    /// </summary>
    private void Move()
    {
        Vector3    vector    = SceneMain.GetInput(m_initData.playerNo);
        Vector3    pos       = transform.position;
        eAnimState animState = eAnimState.Stop;

        if (vector.magnitude > m_runThreshold)
        {
            animState = eAnimState.Run;
        }
        else if (vector.magnitude < 0.1f)
        {
            animState = eAnimState.Stop;
        }
        else
        {
            animState = eAnimState.Walk;
        }
        m_rigidbody.velocity = vector * m_speed;

        // 移動した方向を向く
        if (m_rigidbody.velocity.magnitude > 0.01f)                                     //ベクトルの長さが0.01fより大きい場合にプレイヤーの向きを変える処理を入れる(0では入れないので)
        {
            phantom.transform.rotation = Quaternion.LookRotation(m_rigidbody.velocity); //ベクトルの情報をQuaternion.LookRotationに引き渡し回転量を取得しプレイヤーを回転させる
        }
        // アニメーション更新
        if (m_animState != animState)
        {
            switch (animState)
            {
            case eAnimState.Stop:

                m_animator.SetTrigger("idle");
                break;

            case eAnimState.Walk:
                m_animator.SetTrigger("walk");
                break;

            case eAnimState.Run:
                m_animator.SetTrigger("run");
                // エフェクト
                if (m_runEffect == null)
                {
                    m_runEffect = Instantiate(Resources.Load("Prefabs/Effect/NoiseParticel")) as GameObject;
                    m_runEffect.transform.parent        = transform;
                    m_runEffect.transform.localPosition = Vector3.zero;
                    var particle = m_runEffect.GetComponent <ParticleSystem>();
                    var color    = particle.colorOverLifetime;
                    switch (m_phantomNo)
                    {
                    case 0:
                        color.color = Color.red;
                        break;

                    case 1:
                        color.color = Color.blue;
                        break;

                    case 2:
                        color.color = Color.green;
                        break;
                    }
                }
                break;
            }
            m_animState = animState;
        }

        // 透過処理
        {
            Color color;
            // 騒音状態更新
            if (m_animState == eAnimState.Run)
            {
                m_appearTime = AppearTime;
            }
            if (m_appearTime > 0.0f)                                        // 騒音状態
            {
                m_appearTime -= Time.deltaTime;
                if (m_appearTime <= 0.0f)
                {
                    if (m_runEffect != null)
                    {
                        GameObject.Destroy(m_runEffect);
                        m_runEffect = null;
                    }
                }
                m_renderer.material = m_normalMat;
                color   = m_renderer.material.color;
                color.a = 1.0f;
                m_renderer.material.color = color;
                m_textMeshObj.SetActive(true);
            }
            else if (vector.magnitude < m_visibleThreshold)                 // 完全透過状態
            {
                m_renderer.material = m_fadeMat;
                color   = m_renderer.material.color;
                color.a = 0.0f;
                m_renderer.material.color = color;
                m_textMeshObj.SetActive(false);
            }
            else                                                            // 歩き
            {
                m_renderer.material = m_fadeMat;
                color   = m_renderer.material.color;
                color.a = Mathf.Lerp(0.0f, 1.0f, (vector.magnitude - m_visibleThreshold) / (m_runThreshold - m_visibleThreshold));
                m_renderer.material.color = color;
                m_textMeshObj.SetActive(false);
            }
        }
    }
 public void go(int buildIndex)
 {
     SceneMain.ChangeTo(buildIndex);
 }
 public void gotoo(string sceneName)
 {
     SceneMain.ChangeTo(sceneName);
 }
Example #18
0
    private void Awake()
    {
        instance  = GetComponent <PauseManager>();
        panelOpen = false;
        glossy    = glossaryObj.GetComponent <Glossary>();
        SceneMain scene = glossy.GetScene(BaseSaver.getMap());

        GameObject.Find("MenuTitle").SetActive(true);
        GameObject.Find("MenuTitle").GetComponent <Text>().text = scene.meta.name;
        StartCoroutine(WaitForAction(3f));

        GameObject map = Instantiate(scene.map, new Vector3(0, 0, 0), Quaternion.identity);

        map.SetActive(true);
        swapping = false;
        deleting = false;

        Debug.Log("PauseManager Awake");

        AdventureMeta meta  = BaseSaver.getAdventure();
        BoardMeta     board = BaseSaver.getBoard(BaseSaver.getMap());

        GameObject hero = GameObject.FindWithTag("Player");

        if (BaseSaver.getMap().Equals("ShallowGrove") && BaseSaver.getMapPrev() != "")
        {
            hero.SetActive(false);
            hero = null;
            Destroy(GameObject.FindWithTag("Player"));
        }

        if (hero == null)
        {
            // Pull the hero out of the glossary and instantiate it in the right exit/entrance tile
            GameObject nHero = null;
            string     dest  = BaseSaver.getMapConnection();
            string     prev  = BaseSaver.getMapPrev();
            Debug.Log("Prev: " + prev);
            Debug.Log("Dest: " + dest);
            foreach (GameObject exit in GameObject.FindGameObjectsWithTag("Exit"))
            {
                ExitTile tile = exit.GetComponent <ExitTile>();
                if (tile.toScene.Equals(prev + '.' + dest))
                {
                    nHero = Instantiate(glossy.hero, exit.transform.position, exit.transform.rotation, GameObject.Find("Units").transform);
                    BaseSaver.setMapConnection("");
                    BaseSaver.setMapPrevName("");
                    break;
                }
            }
            if (nHero != null)
            {
                nHero.GetComponent <PlayerMain>().playerMeta = meta;
            }
            else
            {
                Debug.Log("Hero is null!");
                nHero = Instantiate(glossy.hero, board.playerPos.ToVector3(), Quaternion.identity, GameObject.Find("Units").transform);
                nHero.GetComponent <PlayerMain>().playerMeta = meta;
            }
        }
        else
        {
            Debug.Log("Hero is not null!");
            //GameObject.FindWithTag("Player").transform.position = new Vector3(board.playerPos.x, board.playerPos.y, board.playerPos.z);
            GameObject.FindWithTag("Player").GetComponent <PlayerMain>().playerMeta = meta;
        }

        //GameObject.FindWithTag("Player").GetComponent<PlayerMain>().playerMeta = meta;
        //BoardMeta board = BaseSaver.getBoard(BaseSaver.getMap());

        //Debug.Log("Player Pos: " + GameObject.Find("PlayerHero").transform.position.ToString());

        if (board != null)
        {
            Debug.Log("Board not null");

            GameObject[] npcs  = GameObject.FindGameObjectsWithTag("NPC");
            GameObject[] items = GameObject.FindGameObjectsWithTag("Item");

            Debug.Log("board: " + board.mapName);
            Debug.Log("player pos: " + board.playerPos);

            foreach (GameObject npc in npcs)
            {
                Debug.Log("board npc: " + (new PosMeta(npc.transform.position)).ToString());
                Debug.Log("equals battle: " + meta.trainer.pos.Equals(new PosMeta(npc.transform.position)).ToString());
                foreach (NPCMeta NPCMeta in board.NPCs)
                {
                    if (NPCMeta.name.Equals(npc.GetComponent <NPCMain>().meta.name))
                    {
                        npc.GetComponent <NPCMain>().meta = new NPCMeta(NPCMeta);
                    }
                }
                if (meta.trainer != null && meta.trainer.name.Equals(npc.GetComponent <NPCMain>().meta.name))
                {
                    Debug.Log("Found: " + npc.GetComponent <NPCMain>().meta.ToString());
                    npc.GetComponent <NPCMain>().meta = new NPCMeta(meta.trainer);
                    Debug.Log("changed: " + npc.GetComponent <NPCMain>().meta.ToString());
                }
            }
            foreach (GameObject item in items)
            {
                item.GetComponent <TreasureMain>().UpdateInteractable();
            }
            //GameObject.FindWithTag("Player").transform.position = new Vector3(board.playerPos.x, board.playerPos.y, board.playerPos.z);
            BaseSaver.putBoard(GameUtilities.getBoardState(BaseSaver.getMap(), new PosMeta(GameObject.FindWithTag("Player").transform.position)));
        }
        else
        {
            Debug.Log("Board is null");
        }
    }