// Update is called once per frame void Update() { if (Input.GetButtonDown("Submit")) { SceneManager.LoadScene("Title"); CrossSceneAudioPlayer.PlaySE(systemSE); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Submit")) { SceneManager.LoadScene("Title"); // GetComponent<AudioSource>().Play(); CrossSceneAudioPlayer.PlaySE(GetComponent <AudioSource>().clip); } }
void Update() { if (Input.GetButtonDown("Submit")) { if (!StageSelectManager.Instance.clearedStageProgress[StageSelectUIControl.Instance.SelectedStage - 1]) { SetStageIndexAndPath(); StageSelectManager.Instance.SwitchSubScene("Game"); } CrossSceneAudioPlayer.PlaySE(SystemSE); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Submit")) { CrossSceneAudioPlayer.PlaySE(GetComponent <AudioSource>().clip); if (count == 0) { TutorialSpriteRenderer.sprite = tutorial2; count++; } else { SceneManager.LoadScene("StageSelect"); } } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Submit")) { SceneManager.LoadScene("tutorial"); // GetComponent<AudioSource>().Play(); CrossSceneAudioPlayer.PlaySE(GetComponent <AudioSource>().clip); } elapsedTime += Time.deltaTime; if (elapsedTime > 30.0f) { SceneManager.LoadScene("DemoPlay"); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Submit")) { SceneManager.LoadScene("Title"); // GetComponent<AudioSource>().Play(); CrossSceneAudioPlayer.PlaySE(systemSE); } elapsedTime += Time.deltaTime; if (elapsedTime > 15.0f) { SceneManager.LoadScene("Title"); } }
// Update is called once per frame void Update() { if (Input.GetButtonDown("Submit")) { if (HasAllCleared()) { SceneManager.LoadScene("StaffCredit"); } else { StageSelectManager.Instance.SwitchSubScene("StageSelect"); } // GetComponent<AudioSource>().Play(); CrossSceneAudioPlayer.PlaySE(GetComponent <AudioSource>().clip); } }
/// <summary> /// カエルがダメージを負ってからリスタートするまでのコルーチン /// </summary> /// <returns></returns> IEnumerator FrogRestartRoutine() { // 操作不能にする enabled = false; CrossSceneAudioPlayer.PlaySE(deathSE); CSVParser.Instance.StopEnemyGenerating(); TimeManager.Instance.StopTimer(); FrogDeathRecorder.Instance.CaptureRecord(); ZankiSystem.Instance.DecreaseZanki(); yield return(new WaitForSeconds(2.0f)); GameSceneManager.Instance.ReloadScene(); TimeManager.Instance.ResetTimer(); TimeManager.Instance.StartTimer(); }
IEnumerator MoveRoutine() { var InitialPosition = transform.position; int count = 0; foreach (var nextLocalPosition in targetLocalPoints) { var nextRotatedPosition = transform.rotation * nextLocalPosition; var nextPosition = InitialPosition + nextRotatedPosition; while (true) { var timeScaledMoveSpeed = Time.deltaTime * moveSpeed; var moveDelta = nextPosition - transform.position; var moveDirection = moveDelta.normalized; var leftDintance = moveDelta.magnitude; if (leftDintance <= timeScaledMoveSpeed) { transform.position = nextPosition; count++; break; } else { transform.position += moveDirection * timeScaledMoveSpeed; } yield return(null); } if (count == 1) { // GetComponent<AudioSource>().Play(); CrossSceneAudioPlayer.PlaySE(GetComponent <AudioSource>().clip); } else if (count == 2) { animator.SetTrigger("StartBounce"); } yield return(new WaitForSeconds(waitTimeForAnimation)); } Destroy(gameObject); }
public void PlayOneShot(AudioClip clip) { CrossSceneAudioPlayer.PlaySE(clip); }
public IEnumerator Move() { //一撃目 shake = false; //ピンセットの初期位置設定 // Vector3 direction0 = new Vector3(-4f, 22f, 0f); Vector3 direction0 = new Vector3(x1, y1, 0f); for (int i = 0; i < 5; i++) { transform.position = Vector3.MoveTowards(transform.position, direction0, speed); yield return(null); } //2秒の待ち // yield return new WaitForSeconds(2.0f); //初期動作 ピンセットが画面外から画面内に。 //Vector3 direction1 = new Vector3(-4f, 21f, 0f); Vector3 direction1 = new Vector3(x2, y2, 0f); for (int i = 0; i < 5; i++) { if (i == 1) { // GetComponent<AudioSource>().Play(); CrossSceneAudioPlayer.PlaySE(PinsetReadySound); GetComponent <Animator>().SetTrigger("StartShining"); } transform.position = Vector3.MoveTowards(transform.position, direction1, speed); yield return(null); } //1秒の待ち yield return(new WaitForSeconds(1.0f)); //shakeprogram.GetComponent<Shaker>().Shake(); //攻撃動作 ピンセットがプレイヤーに接近する speed = 4.0f; //Vector3 direction2 = new Vector3(-4f, 10f, 0f); Vector3 direction2 = new Vector3(x3, y3, 0f); for (int i = 0; i < 5; i++) { transform.position = Vector3.MoveTowards(transform.position, direction2, speed); if (i == 1) { // GetComponent<AudioSource>().Play(); CrossSceneAudioPlayer.PlaySE(GetComponent <AudioSource>().clip); } yield return(null); } //揺らす shake = true; //0.2秒の待ち yield return(new WaitForSeconds(0.2f)); //揺らすのやめ shake = false; //1秒の待ち yield return(new WaitForSeconds(1.0f)); //撤退動作 ピンセットが初期位置に戻る speed = 4.0f; //Vector3 direction3 = new Vector3(-4f, 22f, 0f); Vector3 direction3 = new Vector3(x1, y1, 0f); for (int i = 0; i < 5; i++) { transform.position = Vector3.MoveTowards(transform.position, direction3, speed); yield return(null); } //3秒の待ち yield return(new WaitForSeconds(3.0f)); }