Exemple #1
0
    void    Start()
    {
        //

        Block.materials = this.block_materials;

        this.stack_control = new StackBlockControl();

        this.stack_control.StackBlockPrefab = this.StackBlockPrefab;
        this.stack_control.scene_control    = this;
        this.stack_control.create();

        this.vanish_fx_control = GameObject.FindGameObjectWithTag("VanishEffectControl").GetComponent <VanishEffectControl>();

        //

        this.player_control = GameObject.FindGameObjectWithTag("Player").GetComponent <PlayerControl>();
        this.player_control.scene_control = this;

        this.bg_control = GameObject.FindGameObjectWithTag("BG").GetComponent <BGControl>();

        this.goal_scene = new GoalSceneControl();
        this.goal_scene.scene_control = this;
        this.goal_scene.create();

        //

        this.audios = this.GetComponents <AudioSource>();

        //

        this.slider_value = Mathf.InverseLerp(RotateAction.ROTATE_TIME_SWAP_MIN, RotateAction.ROTATE_TIME_SWAP_MAX, RotateAction.rotate_time_swap);

        this.height_level = 0;

        this.bg_control.setHeightRateDirect((float)this.height_level / (float)MAX_HEIGHT_LEVEL);
    }
Exemple #2
0
    public void             execute()
    {
        StackBlockControl stack_control = this.scene_control.stack_control;
        PlayerControl     player        = this.scene_control.player_control;
        BGControl         bg            = this.scene_control.bg_control;

        this.step_timer_prev = this.step_timer;
        this.step_timer     += Time.deltaTime;

        // -------------------------------------------------------- //
        // 次の状態に移るかどうかを、チェックする.

        switch (this.step)
        {
        case STEP.START:
        {
            this.next_step = STEP.WAIT_SWAP_END;
        }
        break;

        case STEP.WAIT_SWAP_END:
        {
            bool is_has_moving_block = false;

            foreach (StackBlock block in stack_control.blocks)
            {
                if (block.step != StackBlock.STEP.IDLE || block.next_step != StackBlock.STEP.NONE)
                {
                    is_has_moving_block = true;
                    break;
                }

                if (block.position_offset.y != 0.0f)
                {
                    is_has_moving_block = true;
                    break;
                }
            }

            if (!is_has_moving_block)
            {
                this.next_step = STEP.WAIT_SWAP_END_AFTER;
            }
        }
        break;

        case STEP.WAIT_SWAP_END_AFTER:
        {
            if (this.step_timer > 1.0f)
            {
                this.next_step = STEP.FALL;
            }
        }
        break;

        case STEP.FALL:
        {
            bool is_has_fall_block = false;

            for (int x = 0; x < StackBlockControl.BLOCK_NUM_X; x++)
            {
                StackBlock block = stack_control.blocks[x, StackBlockControl.GROUND_LINE - 1];

                if (block.isNowFallAction())
                {
                    is_has_fall_block = true;
                    break;
                }
            }

            if (!is_has_fall_block)
            {
                this.next_step = STEP.COLOR_CHANGE;
            }
        }
        break;

        case STEP.COLOR_CHANGE:
        {
            if (this.step_timer > 1.0f && player.lx == PLAYER_EATING_POSITION)
            {
                this.begin_wait_step(1.0f, STEP.MESSAGE);
            }
        }
        break;

        case STEP.WAIT:
        {
            if (this.step_timer > this.wait.duration)
            {
                this.next_step = this.wait.next_step;
            }
        }
        break;
        }

        // -------------------------------------------------------- //
        // 状態が遷移したときの初期化.

        if (this.next_step != STEP.NONE)
        {
            switch (this.next_step)
            {
            case STEP.START:
            {
                player.setControlable(false);
            }
            break;

            case STEP.FALL:
            {
                player.dropBlock();

                bg.setHeightRateDirect(1.0f);

                stack_control.is_scroll_enable = false;
                stack_control.fall_request     = 0;
                stack_control.blockFallRequest();

                for (int x = 0; x < StackBlockControl.BLOCK_NUM_X; x++)
                {
                    stack_control.blocks[x, StackBlockControl.GROUND_LINE - 1].beginColorChangeAction(Block.COLOR_TYPE.CYAN);
                }

                //

                this.pat_count = 0;
            }
            break;

            case STEP.COLOR_CHANGE:
            {
                this.color_change_count = 0;

                player.SetHeight(-1);
            }
            break;

            case STEP.MESSAGE:
            {
                this.message_color = Block.NORMAL_COLOR_FIRST;

                player.beginGoalAct();

                scene_control.playSe(SceneControl.SE.CLEAR);
            }
            break;
            }

            this.step      = this.next_step;
            this.next_step = STEP.NONE;

            this.step_timer_prev = -1.0f;
            this.step_timer      = 0.0f;
        }

        // -------------------------------------------------------- //
        // 各状態での実行処理.

        switch (this.step)
        {
        case STEP.COLOR_CHANGE:
        {
            if (this.color_change_count < StackBlockControl.BLOCK_NUM_Y - StackBlockControl.GROUND_LINE)
            {
                float delay = 0.05f;

                if (Mathf.FloorToInt(this.step_timer_prev / delay) < Mathf.FloorToInt(this.step_timer / delay))
                {
                    int y = StackBlockControl.GROUND_LINE + this.color_change_count;

                    for (int x = 0; x < StackBlockControl.BLOCK_NUM_X; x++)
                    {
                        stack_control.blocks[x, y].beginColorChangeAction(Block.COLOR_TYPE.CYAN);
                    }

                    this.color_change_count++;
                }
            }

            if (player.lx != PLAYER_EATING_POSITION)
            {
                float delay = 0.5f;

                if (this.step_timer > delay * 2.0f)
                {
                    if (Mathf.FloorToInt(this.step_timer_prev / delay) < Mathf.FloorToInt(this.step_timer / delay))
                    {
                        if (player.lx > PLAYER_EATING_POSITION)
                        {
                            player.SetLinedPosition(player.lx - 1);
                        }
                        else
                        {
                            player.SetLinedPosition(player.lx + 1);
                        }
                    }
                }
            }
        }
        break;

        case STEP.MESSAGE:
        {
            float duration = 2.0f;

            if (this.step_timer >= duration)
            {
                if (Mathf.FloorToInt(this.step_timer_prev / duration) < Mathf.FloorToInt(this.step_timer / duration))
                {
                    do
                    {
                        this.message_color = Block.getNextNormalColor(this.message_color);
                    } while(this.message_color == Block.COLOR_TYPE.CYAN);

                    this.apply_pattern_to_block(this.message[this.pat_count], this.message_color, Block.COLOR_TYPE.CYAN);

                    this.pat_count = (this.pat_count + 1) % this.message.Length;
                }
            }
        }
        break;
        }

        // ---------------------------------------------------------------- //
    }