Example #1
0
    public void sv_Share()
    {
        timekeeper tk   = scriptbox.GetComponent <timekeeper>();//スコアを取得
        string     text = "サバイバルモードでLv「" + tk.sv_phase + "」に到達した!\n新感覚三角パズルアクション・フリクタル\n#Flictal ";
        string     URL  = "https://play.google.com/store/apps/details?id=com.KMpro.Flictal";

        SocialConnector.SocialConnector.Share(text, URL);
        //      SocialConnector.SocialConnector.Share(en.jikiname);
    }
Example #2
0
    // Update is called once per frame
    public void Resume()
    {
        timekeeper tk = scriptbox.GetComponent <timekeeper>();

        tk.flag = true;
        running = true;
        stopbutton.SetActive(true);
        resumubutton.SetActive(false);
        pausetriangle.SetActive(false);
    }
Example #3
0
    public void restartbutton()
    {
        ScoreHolder sh = scriptbox.GetComponent <ScoreHolder>();
        timekeeper  tk = scriptbox.GetComponent <timekeeper>();

        resultmenu.SetActive(false);
        RestartButton.SetActive(false);
        sh.left_jiki++;
        tk.flag     = true;
        tk.deadonce = true;
    }
Example #4
0
    public void miss()
    {
        ImportantValue dx = scriptbox.GetComponent <ImportantValue>(); //スコアを取得
        timekeeper     tk = scriptbox.GetComponent <timekeeper>();     //スコアを取得

        score = score - tk.nowlevel;
        GameObject score_UI = GameObject.Instantiate(scoreUI) as GameObject;

        score_UI.transform.parent = canvas.transform;
        score_UI.GetComponent <RectTransform>().localPosition = new Vector3(-380, 200, 0);
        ScoreUI ui = score_UI.GetComponent <ScoreUI>();//スコアを取得

        ui.hyojiscore = tk.nowlevel;
        ui.type       = 1;
    }
Example #5
0
    public void Shrinkmiss()
    {
        ImportantValue dx = scriptbox.GetComponent <ImportantValue>(); //スコアを取得
        timekeeper     tk = scriptbox.GetComponent <timekeeper>();     //スコアを取得

        score = score - 10;
        if (scenemover.gamemode() == 0)
        {
            GameObject score_UI = GameObject.Instantiate(scoreUI) as GameObject;
            score_UI.transform.parent = canvas.transform;
            score_UI.GetComponent <RectTransform>().localPosition = new Vector3(-380, 200, 0);
            ScoreUI ui = score_UI.GetComponent <ScoreUI>();//スコアを取得
            ui.hyojiscore = 10;
            ui.type       = 1;
        }
    }
Example #6
0
    public void Escape_clicked()
    {
        timekeeper   tk = scriptbox.GetComponent <timekeeper>();   //スコアを取得
        SE_container se = scriptbox.GetComponent <SE_container>(); //スコアを取得

        if (scenemover.gamemode() == 0)                            //中央ボタンはでサバモードでは機能しない
        {
            if (tk.flag3 == 2 && tk.flagX3 == 0)
            {
                tk.flagX3   = 1;
                tk.flagX2   = 1;
                tk.flagX1   = 1;
                tk.LASTflag = 1;
                GetComponent <AudioSource>().PlayOneShot(se.EScape);//効果音を鳴らす
                EScapeflag = true;
            }
        }
    }
Example #7
0
    public bool firstmove(int goal)
    {
        SE_container se = scriptbox.GetComponent <SE_container>();//スコアを取得
        timekeeper   tk = scriptbox.GetComponent <timekeeper>();


        var uptri = new Vector3(0, 0.25f, -5);

        if (goal == 0)//正解
        {
            rectTran.DOLocalMove(uptri, 0.1f);
            rectTran.DOScale(0.5f, 0.1f);
            // GetComponent<AudioSource>().PlayOneShot(se.atari);//効果音を鳴らす
            move(0);
            return(true);
        }
        else
        {
            return(false);
        }
    }
Example #8
0
    public void Update()                                               //三角形の表示
    {
        ImportantValue dx = scriptbox.GetComponent <ImportantValue>(); //スコアを取得
        ScoreHolder    sh = scriptbox.GetComponent <ScoreHolder>();    //スコアを取得
        timekeeper     tk = scriptbox.GetComponent <timekeeper>();     //スコアを取得


        if (EScapeflag == false)
        {
            if (scenemover.gamemode() == 0)
            {
                charge.transform.localScale = new Vector3((float)sh.combo % dx.addcombo2 / dx.addcombo2, (float)sh.combo % dx.addcombo2 / dx.addcombo2, (float)sh.combo % dx.addcombo2 / dx.addcombo2);
                if (tk.time_lv4 < 6)
                {
                    chargeesc.SetActive(true);
                    if (toriaezuflag == false)
                    {
                        tenmetu();
                        toriaezuflag = true;
                    }
                }
            }
            else//サバイバル時
            {
                charge.transform.localScale = new Vector3((float)sh.sv_progress % dx.sv_progress_per_level / dx.sv_progress_per_level, (float)sh.sv_progress % dx.sv_progress_per_level / dx.sv_progress_per_level, (float)sh.sv_progress % dx.sv_progress_per_level / dx.sv_progress_per_level);
            }
        }
        else
        {
            charge.SetActive(false);
            chargeesc.SetActive(false);
            chargeescaping.SetActive(true);
        }

        if (tk.LASTflag == 2)
        {
            chargeescaping.SetActive(false);;
        }
    }
Example #9
0
    void Update()
    {
        ScoreHolder d1 = scriptbox.GetComponent <ScoreHolder>();
        timekeeper  tk = scriptbox.GetComponent <timekeeper>();//スコアを取得

        if (scenemover.gamemode() == 0)
        {
            if (tk.LASTflag == 2)
            {
                ResultTitleText.text = ("ゲームクリア!!");
                lefttime.SetActive(true);
                failinfo.SetActive(false);
                lefttimeText.text = (tk.lefttime.ToString("##.##") + "秒");
            }
            else
            {
                ResultTitleText.text = ("時間切れ…");
                lefttime.SetActive(false);
                failinfo.SetActive(true);
            }
            this.targetText.text = (d1.score + "");

            targetText_r.text = (d1.score + "");
            comboText.text    = (d1.combo + " ");
            MaxcomboText.text = (d1.maxcombo + " ");
        }
        else if (scenemover.gamemode() == 1)//サバイバル
        {
            ResultTitleText.text = ("ゲーム終了");
            lefttime.SetActive(false);
            failinfo.SetActive(true);

            this.targetText.text = (tk.sv_phase + "");
            targetText_r.text    = (tk.sv_phase + "");
            comboText.text       = (d1.left_jiki + " ");
            MaxcomboText.text    = (tk.sv_phase * 30 + " ");
        }
    }
Example #10
0
    public void interval()
    {
        ImportantValue dx = scriptbox.GetComponent <ImportantValue>(); //スコアを取得
        timekeeper     tk = scriptbox.GetComponent <timekeeper>();     //スコアを取得
        int            bonus_s;
        int            bonus_c;

        switch (tk.nowlevel)
        {
        case 1:

            break;

        case 2:

            bonus_s           = (int)(score * dx.timebonus_score_lv1);
            scorebonus_t.text = ("+" + bonus_s + "秒");
            tk.time_lv2       = tk.time_lv2 + bonus_s;
            scorebefore       = score;
            break;

        case 3:
            bonus_s           = (int)((score - scorebefore) * dx.timebonus_score_lv2);
            scorebonus_t.text = ("+" + bonus_s + "秒");
            tk.time_lv3       = tk.time_lv3 + bonus_s;
            scorebefore       = score;
            break;

        case 4:
            bonus_s           = (int)((score - scorebefore) * dx.timebonus_score_lv3);
            scorebonus_t.text = ("+" + bonus_s + "秒");
            tk.time_lv4       = tk.time_lv4 + bonus_s;
            scorebefore       = score;
            break;
        }
    }
Example #11
0
    public void comboadd()
    {
        ImportantValue dx = scriptbox.GetComponent <ImportantValue>();
        timekeeper     tk = scriptbox.GetComponent <timekeeper>();
        SE_container   se = scriptbox.GetComponent <SE_container>();//

        if (scenemover.gamemode() == 0)
        {
            combo++;
            if (maxcombo < combo)
            {
                maxcombo = combo;
            }
            int plusscore = 0;
            switch (tk.nowlevel)
            {
            case 1:
                if (combo < dx.combobonus_lv1)
                {
                    plusscore = combo;
                }
                else
                {
                    plusscore = dx.combobonus_lv1;
                }

                break;

            case 2:
                if (combo * 2 < dx.combobonus_lv2)
                {
                    plusscore = combo * 2;
                }
                else
                {
                    plusscore = dx.combobonus_lv2;
                }
                break;

            case 3:
                if (combo * 3 < dx.combobonus_lv3)
                {
                    plusscore = combo * 3;
                }
                else
                {
                    plusscore = dx.combobonus_lv3;
                }

                break;

            case 4:
                if (combo * 4 < dx.combobonus_lv4)
                {
                    plusscore = combo * 4;
                }
                else
                {
                    plusscore = dx.combobonus_lv4;
                }
                break;
            }
            // tk.time = tk.time + dx.addtime1;
            score = score + plusscore;

            GameObject score_UI = GameObject.Instantiate(scoreUI) as GameObject;
            score_UI.transform.SetParent(canvas.transform);
            score_UI.GetComponent <RectTransform>().localPosition = new Vector3(-380, 200, 0);
            ScoreUI ui = score_UI.GetComponent <ScoreUI>();//スコアを取得
            ui.hyojiscore = plusscore;



            //時間延長工作

            if (combo % dx.addcombo1 == 0 && (combo % dx.addcombo2 != 0)) //5コンボごとに時間追加
            {
                GetComponent <AudioSource>().PlayOneShot(se.Fivecombo);   //効果音を鳴らす
                switch (tk.nowlevel)
                {
                case 1:
                    tk.time_lv1 = tk.time_lv1 + dx.addtime1;
                    break;

                case 2:
                    tk.time_lv2 = tk.time_lv2 + dx.addtime1;
                    break;

                case 3:
                    tk.time_lv3 = tk.time_lv3 + dx.addtime1;
                    break;

                case 4:
                    tk.time_lv4 = tk.time_lv4 + dx.addtime1;
                    break;
                }
                // tk.time = tk.time + dx.addtime1;
            }
            if (combo % dx.addcombo2 == 0)                             //10コンボごとに時間追加
            {
                GetComponent <AudioSource>().PlayOneShot(se.Tencombo); //効果音を鳴らす
                switch (tk.nowlevel)
                {
                case 1:
                    tk.time_lv1 = tk.time_lv1 + dx.addtime2;
                    break;

                case 2:
                    tk.time_lv2 = tk.time_lv2 + dx.addtime2;
                    break;

                case 3:
                    tk.time_lv3 = tk.time_lv3 + dx.addtime2;
                    break;

                case 4:
                    tk.time_lv4 = tk.time_lv4 + dx.addtime2;
                    break;
                }
                tk.time = tk.time + dx.addtime2;
            }
        }
        //ここからサバイバル
        //ssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss
        else if (scenemover.gamemode() == 1)
        {
            progress++;
            if (progress == dx.sv_progress_per_level)                   //5コンボごとに時間追加
            {
                GetComponent <AudioSource>().PlayOneShot(se.Fivecombo); //効果音を鳴らす

                switch (tk.nowlevel)
                {
                case 1:
                    tk.flag1 = 1;
                    break;

                case 2:
                    tk.flag2 = 1;
                    break;

                case 3:
                    tk.flag3 = 1;
                    break;

                case 4:
                    tk.flagX3 = 1;
                    tk.flagX2 = 1;
                    tk.flagX1 = 1;
                    break;
                }
                progress = 0;
                // tk.time = tk.time + dx.addtime1;
            }
        }
    }
Example #12
0
    // フリックジェスチャーが成功すると呼ばれるメソッド
    private void OnFlick(object sender, System.EventArgs e)
    {
        timekeeper     dt = scriptbox.GetComponent <timekeeper>();
        ImportantValue iv = scriptbox.GetComponent <ImportantValue>();
        ScoreHolder    sh = scriptbox.GetComponent <ScoreHolder>();
        stop           st = scriptbox.GetComponent <stop>();

        if (dt.time == 0 && scenemover.gamemode() == 0)
        {
            return;
        }
        if (dt.time_lv4 <= 0 && scenemover.gamemode() == 0)
        {
            return;
        }
        if (dt.coolflag == true && scenemover.gamemode() == 0)
        {
            return;
        }
        if (dt.time_sv <= 0 && scenemover.gamemode() == 1)
        {
            return;
        }
        if (sh.left_jiki < 0 && scenemover.gamemode() == 1)
        {
            return;
        }
        if (st.running == false)
        {
            return;
        }

        ScoreHolder d_score = scriptbox.GetComponent <ScoreHolder>();

        var up    = new Vector3(0, 1, 0);           //上
        var left  = new Vector3(-0.866f, -0.5f, 0); //左下
        var right = new Vector3(0.866f, -0.5f, 0);  //右上


        var gesture = sender as FlickGesture;
        //        string str = "フリック: " + gesture.ScreenFlickVector + " (" + gesture.ScreenFlickTime + "秒)";
        var Fvector = gesture.ScreenFlickVector.normalized;

        //  Vector3.Dot(Fvector, uptri);
        //$$遊び
        switch (iv.jiki)
        {
        case 30:
            zentai.transform.DOShakePosition(0.2f, 1, 10, 90, false, true);
            break;

        case 31:
            zentai.transform.DOShakePosition(1f, 10, 100, 90, false, true);
            break;
        }



        if (Vector3.Dot(Fvector, up) > 0.5f)
        {
            goal = 0;
        }
        if (Vector3.Dot(Fvector, left) > 0.5f)
        {
            goal = 1;
        }
        if (Vector3.Dot(Fvector, right) > 0.5f)
        {
            goal = 2;
        }

        Flicked   f0 = scriptbox.GetComponent <Flicked>();
        Flicked_1 f1 = scriptbox.GetComponent <Flicked_1>();
        Flicked_2 f2 = scriptbox.GetComponent <Flicked_2>();
        Flicked_3 f3 = scriptbox.GetComponent <Flicked_3>();
        Shrink_3  s3 = scriptbox.GetComponent <Shrink_3>();
        shrink_2  s2 = scriptbox.GetComponent <shrink_2>();
        shrink_1  s1 = scriptbox.GetComponent <shrink_1>();
        shrink_0  s0 = scriptbox.GetComponent <shrink_0>();

        if (dt.nowlevel == 0)//ホントに最初
        {
            if (f0.firstmove(goal))
            {
                dt.flag     = true;
                dt.nowlevel = 1;
            }
        }

        else if (dt.flag1 == 0)//最初
        {
            f0.move(goal);
        }
        else if (dt.flag1 == 1)
        {
            if (f1.firstmove(goal))
            {
                dt.flag1 = 2;
            }
            dt.flag = true;
        }
        else if (dt.flag2 == 0)
        {
            f1.move(goal);
        }
        else if (dt.flag2 == 1)
        {
            if (f2.firstmove(goal))
            {
                dt.flag2 = 2;
            }
            dt.flag = true;
        }
        else if (dt.flag3 == 0)
        {
            f2.move(goal);
        }
        else if (dt.flag3 == 1)
        {
            if (f3.firstmove(goal))
            {
                dt.flag3 = 2;
            }
            dt.flag = true;
        }
        else if (dt.flagX3 == 0)
        {
            f3.move(goal);
        }
        else if (dt.flagX3 == 1)
        {
            if (s3.shrink(goal))
            {
                dt.flagX3 = 2;
            }
        }
        else if (dt.flagX2 == 1)
        {
            if (s2.shrink(goal))
            {
                dt.flagX2 = 2;
            }
        }
        else if (dt.flagX1 == 1)
        {
            if (s1.shrink(goal))
            {
                dt.flagX1 = 2;
            }
        }
        else if (dt.LASTflag == 1)
        {
            if (s0.shrink(goal))
            {
                dt.LASTflag = 2;
            }
        }
        else
        {
            //            Debug.Log("もうねえ");
        }
        int var;
        //nextlevel()で全部0に戻される
    }