/**************** クリスマスの結果発表用変数 ******************クリスマスの日の結果発表のコードは、DayController内が長すぎになるためChristmasResultControllerに置き換えました * float p_move = 0.0f; * float x = 0.0f; * * float fadeOpacity = 0.0f; * float snowOpacity = 0.0f; * public AudioClip presentSet; * * GameObject Present; * GameObject Present_O; * GameObject PresentContain; * GameObject SnowEffect; * GameObject Fader; *********************************************************/ // Start is called before the first frame update void Start() { //dayPatternController = GameObject.Find("DayPatternController").GetComponent<DayPatternController>(); //DayControllerが不安定な時の避難用 messageText = GameObject.Find("Canvas/MessageText"); nextButton = GameObject.Find("Canvas/NextButton").GetComponent <Button>(); buttonChoice1 = GameObject.Find("Canvas/Button_choice1"); buttonChoice2 = GameObject.Find("Canvas/Button_choice2"); buttonChoice3 = GameObject.Find("Canvas/Button_choice3"); buttonChoice4 = GameObject.Find("Canvas/Button_choice4"); buttonChoice1.SetActive(false); buttonChoice2.SetActive(false); buttonChoice3.SetActive(false); buttonChoice4.SetActive(false); backController = GameObject.Find("Back_Controller"); motherImage = GameObject.Find("MotherImage"); dayPatternController = GameObject.Find("DayPatternController").GetComponent <DayPatternController>(); audioSource = GetComponent <AudioSource>(); christmasDayResult = GameObject.Find("ChristmasResultController").GetComponent <ChristmasResultController>(); /**************** クリスマスの結果発表用 ******************クリスマスの日の結果発表のコードは、DayController内が長すぎになるためChristmasResultControllerに置き換えました * Present = GameObject.Find("PresentBox"); * Present_O = GameObject.Find("PresentBox_O"); * PresentContain = GameObject.Find("Benz"); * * Fader = GameObject.Find("Fader"); * SnowEffect = GameObject.Find("Snow"); * Material fade = Fader.GetComponent<Renderer>().material; * Material snow = SnowEffect.GetComponent<Renderer>().material; * * fade.color = new Color(0.0f, 0.0f, 0.0f, fadeOpacity); * snow.color = new Color(0.0f, 0.0f, 0.0f, snowOpacity); * * Present_O.SetActive(false); * PresentContain.SetActive(false); ******************************************************/ GAMEMAIN.ResetKoukandoTrigger(); Debug.Log("day = " + day); }
public void NextTurn() { turn++; //進むボタンが押された時に次のターンに進む GAMEMAIN.ResetKoukandoTrigger(); Debug.Log("NextTurn" + turn); }