Example #1
0
 void TutorialInit()
 {
     tutorial = new Tutorial();
     tutorial.Load(Content);
     sceneNum     = SceneNum.Tutorial;
     Window.Title = "ここに移動回数とホコリの残数が表示されるよ!";
 }
Example #2
0
 void StageBarClear()
 {
     stageUi = new StageUI();
     stageUi.Load(Content);
     stageUi.SetClearTexture();
     sceneNum = SceneNum.Clear;
 }
Example #3
0
 void TitleInit()
 {
     title = new Title();
     title.Load(Content);
     sceneNum     = SceneNum.Title;
     Window.Title = "ルンバじゃないよモンバだよ!■■";
 }
Example #4
0
 void ResultInit()
 {
     sceneNum = SceneNum.Result;
     result   = new Result();
     result.SetText(Content);
     Window.Title = "遊んでくれてありがとう!";
 }
Example #5
0
 void StageBarStart()
 {
     stageUi = new StageUI();
     stageUi.Load(Content);
     stageUi.SetStartTexture();
     sceneNum = SceneNum.Start;
     GameInit();
 }
Example #6
0
    /// <summary>
    /// ロード処理
    /// </summary>
    /// <param name="num">ロードするシーン番号</param>
    /// <returns></returns>
    IEnumerator LoadScene(SceneNum num)
    {
        AsyncOperation async = SceneManager.LoadSceneAsync(scenes[num]);

        // シーンのロードが完了するまでループ
        while (!async.isDone)
        {
            // ロードゲージに進捗状況を反映
            loadingGauge.value = async.progress;

            yield return(null);
        }
    }
Example #7
0
    void init()
    {
        DataSet();
        SkillSpace.Init();
        NowScene = SceneNum.Home;

        if (FirstStart == true)
        {
            //맨처음 시작 했을 때
            PM.AddMoney(100);
            FirstStart = false;
        }
    }
Example #8
0
    /// <summary>
    ///  今の画面状態をセットして
    ///  スプライトやスクリプトを切替
    /// </summary>
    /// <param name="_state">ステート</param>
    public void StateChange(SceneNum _state)
    {
        switch (_state)
        {
        case SceneNum.TITLE_SCENE:
            m_TitileSprites.enabled = true;
            m_MenuObjects.SetActive(false);
            m_NowState = (int)_state;

            m_TitleState.enabled = true;
            m_MenuState.enabled  = false;
            break;

        case SceneNum.MENU_SCENE:
            m_TitileSprites.enabled = false;
            m_MenuObjects.SetActive(true);
            m_NowState = (int)_state;

            m_TitleState.enabled = false;
            m_MenuState.enabled  = true;
            break;
        }
    }
Example #9
0
    /// <summary>
    /// ロード用フラグセット関数
    /// </summary>
    /// <param name="num">ロードしたいシーンの番号</param>
    public void OnLoad(SceneNum num)
    {
        loadingUI.SetActive(true);

        StartCoroutine(LoadScene(num));
    }
Example #10
0
    public void GoHomeScene()
    {
        NowScene = SceneNum.Home;

        StartCoroutine(HomeSceneLoadingSystem((int)NowScene));
    }
Example #11
0
 public void GoWarScene()
 {
     NowScene = SceneNum.War;
     PM.PriestInit();
     StartCoroutine(WarSceneLoadingSystem((int)NowScene));
 }
Example #12
0
        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed || Keyboard.GetState().IsKeyDown(Keys.Escape))
            {
                Exit();
            }

            //BGM
            if (MediaPlayer.State != MediaState.Playing) //state 状態
            {
                MediaPlayer.Play(bgm);
            }

            //シーン制御
            switch (sceneNum)
            {
            case SceneNum.Title:
                title.UpAndDown();
                if (title.PushEnter())
                {
                    TutorialInit();
                }
                break;

            case SceneNum.Tutorial:
                if (tutorial.PushEnter())
                {
                    StageBarStart();
                }
                break;

            case SceneNum.Start:
                if (stageUi.BarSlide())
                {
                    sceneNum = SceneNum.Game;
                }

                break;

            case SceneNum.Game:
                Window.Title = "移動回数:" + player.NumberOfMoves + "  残りのホコリ:" + map.EnemyConut + "       リトライ:Kキー";
                player.Move();
                player.Blink();
                player.Collition(map.MapChipNum, map.ChipSize, map.WallChipNum);
                player.Scroll(map.Width, map.ChipSize);

                map.ChipScaling();
                map.EnemyTach(player.MiddleX, player.MiddleY);

                if (map.EnemyCheck())
                {
                    StageBarClear();
                }

                if (Keyboard.GetState().IsKeyDown(Keys.K))
                {
                    StageBarStart();                                           //初期化
                }
                break;

            case SceneNum.Clear:
                if (stageUi.BarSlide())
                {
                    ResultInit();
                }
                break;

            case SceneNum.Result:

                if (Keyboard.GetState().IsKeyDown(Keys.H))
                {
                    TitleInit();
                }
                if (Keyboard.GetState().IsKeyDown(Keys.K))
                {
                    StageBarStart();
                }


                break;
            }
            base.Update(gameTime);
        }
Example #13
0
 IEnumerator AsyncLoading(SceneNum num)
 {
     _Async = SceneManager.LoadSceneAsync((int)num);
     _Async.allowSceneActivation = false;
     yield return(_Async);
 }