/// <summary> /// 戻るボタンが押されたら /// </summary> public void OnQuit() { Time.timeScale = 1.0f; //タイムスケールを元に戻す m_PauseScreen.enabled = false; //ポーズ画面を非表示に SceneChanger.SetScene("StageSelect"); //シーン切り替え // サウンド再生 SoundManager.Instance.PlaySE(5); }
public float m_fMaxXRot; //X軸の最大角度 /// <summary> /// 当たり判定 /// </summary> /// <param name="col">Col.</param> void OnTriggerEnter(Collider col) { if (col.gameObject.tag != "CreditObj" && col.gameObject.tag != "CreditGoal" && col.gameObject.tag != "Player") { return; } //現在の角度を保存 Vector3 rot = transform.rotation.eulerAngles; //回転角度決定 float fRotX = Random.Range(m_fMinXRot, m_fMaxXRot); float fRotY = Random.Range(m_fMinYRot, m_fMaxYRot); //回転実行 transform.Rotate(transform.up, fRotY); transform.Rotate(transform.right, fRotX); //Debug.Log ("fRotX" + fRotX); //Debug.Log ("fRotY" + fRotY); if (col.gameObject.tag == "CreditObj") { //Rigidbodyを取得して力を加える col.gameObject.GetComponent <Rigidbody>().AddForce(transform.forward * m_CrashPower, ForceMode.Force); col.gameObject.GetComponent <Rigidbody>().AddTorque(transform.right * m_CrashPower, ForceMode.Force); SoundManager.Instance.PlaySE(6); } if (col.gameObject.tag == "Player") { //Rigidbodyを取得して力を加える col.gameObject.GetComponent <Rigidbody>().AddForce(transform.forward * m_CrashPower, ForceMode.Force); col.gameObject.GetComponent <Rigidbody>().AddTorque(transform.right * m_CrashPower, ForceMode.Force); SoundManager.Instance.PlaySE(6); col.gameObject.GetComponent <CreditMove> ().enabled = false; col.gameObject.GetComponent <Animator> ().enabled = false; } if (col.gameObject.tag == "CreditGoal") { //カメラを揺らす Camera.main.GetComponent <CreditShakeCamera>().enabled = true; //トラックを止める GetComponent <CreditMove>().enabled = false; //シーンを変える SceneChanger.SetScene("StageSelect"); } //角度を戻す transform.rotation = Quaternion.Euler(rot); }
/// <summary> /// スキップボタンが押されたら /// </summary> public void OnSkipButton() { SceneChanger.SetScene("StageSelect"); }