// Use this for initialization void Start() { nowTime = 0.0f; goalPosition = transform.position; //初期位置へ移動 firstPosition = transform.position; firstPosition.y += MOVE_DISTANCE; transform.position = firstPosition; //セーブデータ読み込み if(RANK > 0 && RANK < 10){ int rank = (int)SaveDataManager.ESaveDataNo.RankingPoint1; rank += RANK - 1; int point; point = dataCon.LoadData((SaveDataManager.ESaveDataNo)rank); //pointを読み込んで表示部へ適用。 if (point >= 0) { pointTexNum.SetNum(point); nameTextBack.text = dataCon.LoadData((SaveDataManager.ESaveDataStringNo)RANK-1); nameText.text = dataCon.LoadData((SaveDataManager.ESaveDataStringNo)RANK - 1); } else { //エラーなら0点をとりあえず表示。 point = 0; pointTexNum.SetNum(point); nameTextBack.text = nameText.text = ""; } } seTrig = true; }
//実績の再読み込み public void ReLoadRecord() { int clearCount = 0; //実績情報を読み込みと判断 for (int i = 0; i < RECORD_NUM; ++i) { //実績オブジェクトをUnity上に生成。 recordObjectList[i] = ((GameObject)Instantiate(recordObjectPrefab)); recordObjectList[i].transform.SetParent(canvasRecord.transform); //実績レベルを設定。条件クリアしてなければhatena(0)にする if (recordChecker.CheckRecordConditionClear(i) == true) { recordObjectList[i].GetComponentInChildren <RecordObject>().SetImageTextureAndLevel(RECORD_STATUS_LIST[i]); //1,2,3 clearCount++; } else { recordObjectList[i].GetComponentInChildren <RecordObject>().SetImageTextureAndLevel(0); } Vector2 temp; temp.x = 0; temp.y = 0; recordObjectList[i].GetComponent <RectTransform>().anchoredPosition = temp; recordObjectList[i].GetComponent <RectTransform>().sizeDelta = temp; //実績オブジェクトの位置を調整する Vector2 temp2; temp.x = 0.09f * (i % 10) - 0.045f + 0.1f; temp.y = -0.16f * (i / 10) - 0.075f + 0.75f; temp2.x = 0.09f * (i % 10) + 0.045f + 0.1f; temp2.y = -0.16f * (i / 10) + 0.075f + 0.75f; recordObjectList[i].GetComponent <RectTransform>().anchorMin = temp; recordObjectList[i].GetComponent <RectTransform>().anchorMax = temp2; } //実績開放率テキスト表示 int percent = clearCount * 100 / 30; TexNumObject.SetNum(percent); }