void Update() { if (isactive) { if (TL_TimeLineMng.ctime == 0) { TL_TimeLineMng.run(true); } if (Input.GetKeyDown(KeyCode.Q)) { foreach (var b in CharList) { Debug.Log(Cam.WorldToViewportPoint(b.transform.position).ToString("F4")); } } CamMovement(); zoom(); EffectOffset.z = 0; Cam.transform.position = IntendedCoords + (EffectOffset * EffectMult); Cam.transform.position = new Vector3(Cam.transform.position.x, Cam.transform.position.y, -10); } }
IEnumerator ChangeState(States tgt) { float k = 1; while (k > 0) { k -= Time.deltaTime * 4; fademat.SetFloat("_Fade", k); yield return(null); } TL_TimeLineMng.ResetTimer(); TL_TimeLineMng.run(false); yield return(new WaitForSeconds(0.5f)); if (tgt == States.end) { SceneManager.LoadScene("Selection"); } if (tgt == States.Replay) { yield return(new WaitForSeconds(1.0f)); } state = tgt; while (k < 1) { k += Time.deltaTime * 4; fademat.SetFloat("_Fade", k); yield return(null); } fading = false; }
// Update is called once per frame void Update() { if (Input.GetKeyDown(KeyCode.Q)) { AdvanceScene(); } if (Input.GetKeyDown(KeyCode.E)) { RestartScene(); } if (state == States.Replay && !fading) { TL_TimeLineMng.run(true); } }
void Ready() { TakeCount.text = "テイク " + (stateManagerref.Takes + 1).ToString(); SceneCount.text = "シーン " + stateManagerref.Actors + "/" + (stateManagerref.CurrentActor + 1).ToString(); if (Input.GetKey(KeyCode.Space)) { rot = smin(rot + rotrate, rotmax, smooth); // Debug.Log(rot); } else { rot -= rotrate * 4.0f; rot = Math.Max(rot, 0); } if (rot > rotmax / 4) { set = true; } if (rot < 0.05f && set && MG_StateManager.state == MG_StateManager.States.Ready) { aa.Play(); // Debug.Log("cir"); set = false; FindObjectOfType <CAM_Gameplay>().Ready_to_GP(); TL_TimeLineMng.run(true); } // T.localScale+=lerp(T.localScale,ReadySize,Speed); // T.position+=lerp(T.position,ReadyPos,Speed); if (Input.GetKeyDown(KeyCode.K)) { MG_StateManager.state = MG_StateManager.States.Gameplay; } Top_T.rotation = Quaternion.Euler(0, 0, -rot); }
public void RestartScene() { Debug.Log("aaa"); if (!fading) { fading = true; CharacterOrder[CurrentActor].HardReset(); foreach (var b in CharacterOrder) { b.ResetInput(); b.completed = false; } PC_Control.TargetTL.EventList.Clear(); // TL_TimeLineMng.ResetTimer(); StartCoroutine(ChangeState(States.Ready)); Takes += 1; TL_TimeLineMng.run(false); } }