protected override IEnumerable <bool> E_EachFrame() { return(ScriptCommon.Wrapper(SCommon.Supplier(this.E_EachFrame2()))); }
private void CreateRandomPiece() { CreatePiece((ScriptPiece.PieceType)ScriptCommon.RandomEnum(typeof(ScriptPiece.PieceType))); }
/// <summary> /// 本テストデータ /// 道中+掛け合い+ボス /// </summary> /// <returns></returns> protected override IEnumerable <bool> E_EachFrame() { Ground.I.Music.MUS_STAGE_01.Play(); Game.I.Walls.Add(new Wall_Dark()); Game.I.Walls.Add(new Wall_21001()); Game.I.Walls.Add(new Wall_21002()); for (int c = 0; c < 60; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0001(40.0, -50.0, 1, 10, 0, 100, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -100.0, 1, 10, 0, 100, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -150.0, 1, 10, 0, 100, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -200.0, 1, 10, 0, 100, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -250.0, 1, 10, 0, 100, 2, 4.0, 1, 250.0, 0.97)); for (int c = 0; c < 60; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0001(440.0, -50.0, 1, 10, 0, 100, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -100.0, 1, 10, 0, 100, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -150.0, 1, 10, 0, 100, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -200.0, 1, 10, 0, 100, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -250.0, 1, 10, 0, 100, 2, 4.0, -1, 350.0, 0.97)); for (int c = 0; c < 180; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0001(40.0, -50.0, 1, 30, 1, 101, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -100.0, 1, 30, 1, 101, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -150.0, 1, 30, 1, 101, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -200.0, 1, 30, 1, 101, 2, 4.0, 1, 250.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(40.0, -250.0, 1, 30, 1, 101, 2, 4.0, 1, 250.0, 0.97)); for (int c = 0; c < 60; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0001(440.0, -50.0, 1, 30, 1, 101, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -100.0, 1, 30, 1, 101, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -150.0, 1, 30, 1, 101, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -200.0, 1, 30, 1, 101, 2, 4.0, -1, 350.0, 0.97)); Game.I.Enemies.Add(new Enemy_0001(440.0, -250.0, 1, 30, 1, 101, 2, 4.0, -1, 350.0, 0.97)); for (int c = 0; c < 300; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0001(40.0, -50.0, 10, 10, 2, 100, 1, 2.0, -1, 400.0, 0.99)); Game.I.Enemies.Add(new Enemy_0001(140.0, -50.0, 10, 10, 2, 100, 1, 2.0, -1, 350.0, 0.99)); Game.I.Enemies.Add(new Enemy_0001(240.0, -50.0, 10, 10, 2, 100, 1, 2.0, 1, 300.0, 0.99)); Game.I.Enemies.Add(new Enemy_0001(340.0, -50.0, 10, 10, 2, 100, 1, 2.0, 1, 350.0, 0.99)); Game.I.Enemies.Add(new Enemy_0001(440.0, -50.0, 10, 10, 2, 100, 1, 2.0, 1, 400.0, 0.99)); for (int c = 0; c < 60; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0002(480.0, -100.0, 100, 10, 4, 200, 11, 0.0, 100.0, 1.0, 0.0, 0.98)); for (int c = 0; c < 60; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0002(0.0, -100.0, 100, 10, 4, 200, 11, 480.0, 200.0, -1.0, 0.0, 0.98)); for (int c = 0; c < 120; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_0003(240.0, -100.0, 30, 30, 6, 0, 1, 80.0, 150.0, 200, -0.01, -0.01)); Game.I.Enemies.Add(new Enemy_0003(240.0, -100.0, 30, 30, 7, 0, 1, 80.0, 300.0, 200, -0.01, -0.01)); Game.I.Enemies.Add(new Enemy_0003(240.0, -100.0, 30, 30, 6, 0, 1, 80.0, 450.0, 200, -0.01, -0.01)); Game.I.Enemies.Add(new Enemy_0003(240.0, -100.0, 30, 30, 7, 0, 1, 400.0, 150.0, 200, 0.01, -0.01)); Game.I.Enemies.Add(new Enemy_0003(240.0, -100.0, 30, 30, 6, 0, 1, 400.0, 300.0, 200, 0.01, -0.01)); Game.I.Enemies.Add(new Enemy_0003(240.0, -100.0, 30, 30, 7, 0, 1, 400.0, 450.0, 200, 0.01, -0.01)); for (int c = 0; c < 600; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_JackOLantern(40.0, -100.0, 30, 10, 100, 0, 50.0, 2.0, 0.0, 0.1)); Game.I.Enemies.Add(new Enemy_JackOLantern(140.0, -100.0, 30, 10, 100, 0, 50.0, 2.0, 0.0, 0.1)); Game.I.Enemies.Add(new Enemy_JackOLantern(240.0, -100.0, 30, 10, 100, 1, 50.0, 2.0, 0.0, 0.1)); Game.I.Enemies.Add(new Enemy_JackOLantern(340.0, -100.0, 30, 10, 100, 0, 50.0, 2.0, 0.0, 0.1)); Game.I.Enemies.Add(new Enemy_JackOLantern(440.0, -100.0, 30, 10, 100, 0, 50.0, 2.0, 0.0, 0.1)); for (int c = 0; c < 180; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_BigJackOLantern(240.0, 0.0, 100, 10, 100, 2, 300.0, 0.99, 4.7, -0.05, 0.0, 1.0)); for (int c = 0; c < 200; c++) { yield return(true); } //Game.I.Walls.Add(new Wall_1001()); for (int c = 0; c < 300; c++) { yield return(true); } //Game.I.Walls.Add(new Wall_1001()); for (int c = 0; c < 60; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_BigJackOLantern(480.0, 0.0, 100, 10, 100, 11, 100.0, 0.996, 4.7, -0.03, -0.5, 0.3)); Game.I.Enemies.Add(new Enemy_BigJackOLantern(0.0, 0.0, 100, 10, 100, 22, 100.0, 0.996, 4.7, 0.03, 0.5, 0.5)); for (int c = 0; c < 500; c++) { yield return(true); } Game.I.Enemies.Add(new Enemy_BigJackOLantern(480.0, 0.0, 100, 10, 100, 21, 100.0, 0.996, 4.7, -0.03, -0.5, 0.3)); Game.I.Enemies.Add(new Enemy_BigJackOLantern(0.0, 0.0, 100, 10, 100, 11, 100.0, 0.996, 4.7, 0.03, 0.5, 0.5)); for (int c = 0; c < 400; c++) { yield return(true); } // ---- BOSS 登場 { Game.I.Shots.Add(new Shot_BossBomb()); Enemy_鍵山雛 boss = new Enemy_鍵山雛(); Game.I.Enemies.Add(boss); for (int c = 0; c < 90; c++) { yield return(true); } foreach (bool v in ScriptCommon.掛け合い(new Scenario(@"res\掛け合いシナリオ\小悪魔_鍵山雛.txt"))) { yield return(v); } boss.NextFlag = true; // boss はすぐに消滅することに注意 } Ground.I.Music.MUS_BOSS_01.Play(); while (!Game.I.BossKilled) { yield return(true); } for (int c = 0; c < 30; c++) { yield return(true); } Game.I.Shots.Add(new Shot_BossBomb()); // ---- BOSS 撃破 for (int c = 0; c < 180; c++) { yield return(true); } }
private void StateCrank() //Add row, return to main game loop { GetComponent <AudioSource>().PlayOneShot(audioCrank); int nOver = 0; for (int r = mGridSpaces - 1; r > -1; r--) { for (int c = 0; c < mGridSpaces; c++) { ScriptClicker nCell = mClickers[c, r].GetComponent <ScriptClicker>(); if (nCell.occupant != null) { if (r + 1 < mGridSpaces) { ScriptClicker nNewCell = mClickers[c, r + 1].GetComponent <ScriptClicker>(); nNewCell.occupant = nCell.occupant; //Move block up on play area, added line //nCell.occupant.transform.position = nNewCell.transform.position; nCell.occupant.GetComponent <ScriptBlock>().MoveTo(nNewCell.transform.position); nCell.occupant = null; } else { if (nCell.occupant != null) { //Move block off play area, exit nCell.occupant.GetComponent <ScriptBlock>().MoveTo(new Vector3(nCell.transform.position.x, nCell.transform.position.y + nCell.transform.localScale.y, nCell.transform.position.z)); //Tell block to detach, gameover //Destroy(nCell.occupant); nCell.occupant.GetComponent <ScriptBlock>().Bust(); nCell.occupant = null; nOver++; } } } } } int nHoles = 0; if (ScriptCommon.RandomBoolean()) //Forward through columns { for (int c = 0; c < mGridSpaces; c++) { if (nHoles < mMaxCrankHoles && ScriptCommon.RandomBoolean()) { nHoles++; continue; } if (nHoles == 0 && c == mGridSpaces - 1) { nHoles++; break; } //Last space must be hole if no others were InsertBlock(mClickers[c, 0]); } } else //Backward through columns { for (int c = mGridSpaces - 1; c > -1; c--) { if (nHoles < mMaxCrankHoles && ScriptCommon.RandomBoolean()) { nHoles++; continue; } if (nHoles == 0 && c == 0) { nHoles++; break; } //Last space must be hole if no others were InsertBlock(mClickers[c, 0]); } } if (nOver > 0) { ChangeState(GameState.Over); textTotalFinal.text = mTotal.ToString(); textSinglesFinal.text = mSingles.ToString(); textDoublesFinal.text = mDoubles.ToString(); textTriplesFinal.text = mTriples.ToString(); textQuadsFinal.text = mQuads.ToString(); textScoreFinal.text = mScore.ToString(); Invoke("GameActionDelayedOver", mDelayOverSeconds); //Audio play Invoke("GameActionDelayedFinish", mDelayFinishSeconds); //Game over screen enter } else { CheckNeedBomb(); if (mLastDropPos != null) { ShowDropPosition(mLastDropPos); } panelTimer.GetComponent <ScriptTimer>().runTimer(); ChangeState(GameState.Wait, true); } }
private bool UpdateCameraPosition() { bool nComplete = false; float nZ = ScriptCommon.NumberTarget(viewer.transform.position.z, mTargetZ, ScriptCommon.FrameValue(mPerSecMove), out nComplete); viewer.transform.position = new Vector3(mOriginalPosition.x, mOriginalPosition.y, nZ); return(nComplete); }