//---------------------------------------------------------------------------------------------------- /// <summary> /// ミッションの判定 /// </summary> void CheckMission() { //300mに到達 if (Player.transform.position.y > 300 && TutorialMission[0].m_clear == false) { TutorialMission[0].m_clear = true; MissionTextImage[0].color = Color.gray; ClearObject[0].SetActive(true); Paper(true); } //水の残量0 if (OperatingPlayer.GetPercentageOfRemainingWater() == 0 && TutorialMission[1].m_clear == false) { TutorialMission[1].m_clear = true; MissionTextImage[1].color = Color.gray; ClearObject[1].SetActive(true); Paper(true); } //コイン10枚取得 if (OperatingPlayer.NumOfCoins >= 10 && TutorialMission[2].m_clear == false) { TutorialMission[2].m_clear = true; MissionTextImage[2].color = Color.gray; ClearObject[2].SetActive(true); Paper(true); } }
//---------------------------------------------------------------------------------------------------- /// <summary> /// オーラボールの動き /// </summary> void AuraBallControl() { if (m_nowRank != 0) { //1ランク上の敵を設定 AuraBallTarget = EnemyObject[m_nowRank - 1]; } else { //1番上にいる敵を設定 AuraBallTarget = EnemyObject[0]; } if (m_isDpadYBecameNegative) { OperatingPlayer.ThrowAuraBall(AuraBallTarget, AuraAttribute.Heat); MainUi.SetMarkThatCanNotAccelerated(false); } else if (m_isDpadXBecameNegative) { OperatingPlayer.ThrowAuraBall(AuraBallTarget, AuraAttribute.Elasticity); MainUi.SetMarkThatCanNotAccelerated(false); } else if (m_isDpadXBecamePositive) { OperatingPlayer.ThrowAuraBall(AuraBallTarget, AuraAttribute.Electrical); MainUi.SetMarkThatCanNotAccelerated(false); } }
//---------------------------------------------------------------------------------------------------- /// <summary> /// UI /// </summary> void MyUIControl() { //水の残量表示 MainUi.SetRemainingAmountOfWater(OperatingPlayer.GetPercentageOfRemainingWater()); //スペシャルゲージの割合表示 MainUi.SetRemainingAmountOfAcceleration(OperatingPlayer.GetPercentageOfRemainingSpGauge()); //コイン所持数表示 MainUi.SetNumOfCoins(OperatingPlayer.NumOfCoins); //回復率のゲージ表示 MainUi.SetRankingSpGauge(m_playerNum, OperatingPlayer.GetPercentageOfRemainingSpGauge()); //加速できない印 MainUi.SetMarkThatCanNotAccelerated(OperatingPlayer.IsUseSp); //オーラボールのヒット情報 MainUi.ShowHitInfoOfAuraBall(OperatingPlayer.GetKilledPlayerName()); //回復率を得る if (m_isPlayerFall) { MainUi.SetRecoveryRate(OperatingPlayer.GetRecoveryRate()); } }
//---------------------------------------------------------------------------------------------------- /// <summary> /// 水の残量の確認 /// </summary> void CheckRemainingWater() { //残量0で落下開始 if (OperatingPlayer.GetPercentageOfRemainingWater() == 0) { MainUi.StartOfFall(OperatingPlayer.ReasonForFallingEnum); if (m_isPlayerFall) { MyJetWaterScript[0].JetFire(false); } } //回復で落下終了 if (!m_isPlayerFall && OperatingPlayer.GetPercentageOfRemainingWater() >= 0.99) { MainUi.StopOfFall(); MyJetWaterScript[0].JetFire(true); } }