Exemple #1
0
    void OnGUI()
    {
        GUI.depth = 1;

        float scale = 1.0f;

        if (this.step == STEP.WAIT_SE_END)
        {
            float rate = this.step_timer / TITLE_ANIME_TIME;

            scale = Mathf.Lerp(2.0f, 1.0f, rate);
        }

        TitleSceneControl.drawTexture(this.StartButtonTexture, start_texture_x, start_texture_y, scale, scale, 0.0f, 1.0f);
        TitleSceneControl.drawTexture(this.TitleTexture, title_texture_x, title_texture_y, 1.0f, 1.0f, 0.0f, 1.0f);
    }
    void    OnGUI()
    {
        //スコア
        if (this.scene_control.IsDrawScore())
        {
            this.score_control.draw();
        }

        // 『開始』の文字.
        //this.scene_control.drawTitle();

        // 『はじめ』の文字.
        if (this.scene_control.step == SceneControl.STEP.START)
        {
            TitleSceneControl.drawTexture(this.scene_control.StartTexture, start_texture_x, start_texture_y, 1.0f, 1.0f, 0.0f, 1.0f);
        }

        // オニを切った数の評価の表示.
        if (this.scene_control.step == SceneControl.STEP.RESULT_DEFEAT)
        {
            TitleSceneControl.drawTexture(defeat_base_texture, defeat_base_texture_x, defeat_base_texture_y, this.gui_eval_scale, this.gui_eval_scale, 0.0f, this.gui_eval_alpha);
            TitleSceneControl.drawTexture(GetDefeatRankTexture(), defeat_texture_x, defeat_texture_y, this.gui_eval_scale, this.gui_eval_scale, 0.0f, this.gui_eval_alpha);
        }

        // オニを切った数とオニを切ったタイミングの評価の表示.
        if (this.scene_control.step == SceneControl.STEP.RESULT_EVALUATION)
        {
            TitleSceneControl.drawTexture(defeat_base_texture, defeat_base_texture_x, defeat_base_texture_y, 1.0f, 1.0f, 0.0f, 1.0f);
            TitleSceneControl.drawTexture(GetDefeatRankTexture(), defeat_texture_x, defeat_texture_y, 1.0f, 1.0f, 0.0f, 1.0f);
            TitleSceneControl.drawTexture(eval_base_texture, eval_base_texture_x, eval_base_texture_y, this.gui_eval_scale, this.gui_eval_scale, 0.0f, this.gui_eval_alpha);
            TitleSceneControl.drawTexture(GetEvalRankTexture(), eval_texture_x, eval_texture_y, this.gui_eval_scale, this.gui_eval_scale, 0.0f, this.gui_eval_alpha);
        }

        // 最終評価の表示.
        if (this.scene_control.step >= SceneControl.STEP.RESULT_TOTAL)
        {
            TitleSceneControl.drawTexture(GetTotalRankTexture(), total_texture_x, total_texture_y, this.gui_eval_scale, this.gui_eval_scale, 0.0f, this.gui_eval_alpha);
        }

        // 『戻る』の文字.
        if (this.scene_control.step >= SceneControl.STEP.GAME_OVER)
        {
            TitleSceneControl.drawTexture(this.scene_control.ReturnButtonTexture, return_texture_x, return_texture_y);
        }

        // ---------------------------------------------------------------- //
        // デバッグ用
#if fasle
        SceneControl scene = this.scene_control;

        GUI.color  = Color.white;
        GUI.matrix = Matrix4x4.identity;

        float x = 100;
        float y = 100;

        float dy = 16;

        GUI.Label(new Rect(x, y, 100, 100), scene.attack_time.ToString());
        y += dy;

        GUI.Label(new Rect(x, y, 100, 100), scene.evaluation.ToString());
        y += dy;

        if (this.scene_control.level_control.is_random)
        {
            GUI.Label(new Rect(x, y, 150, 100), "RANDOM(" + scene.level_control.group_type_next.ToString() + ")");
        }
        else
        {
            GUI.Label(new Rect(x, y, 150, 100), scene.level_control.group_type_next.ToString());
        }
        //this.scene_control.GetEvaluationTexture();
        y += dy;

        //GUI.Label(new Rect(x, y, 100, 100), this.game_timer.ToString());
        //y += 20;

        //

        SceneControl.IS_AUTO_ATTACK = GUI.Toggle(new Rect(x, y, 100, 20), SceneControl.IS_AUTO_ATTACK, "auto");
        y += 50;

        /*
         * if(GUI.Toggle(new Rect(x, y, 100, 100), this.evaluation_auto_attack == EVALUATION.GREAT, "great")) {
         *
         *      this.evaluation_auto_attack = EVALUATION.GREAT;
         * }
         * y += 20;
         *
         * if(GUI.Toggle(new Rect(x, y, 100, 100), this.evaluation_auto_attack == EVALUATION.GOOD, "good")) {
         *
         *      this.evaluation_auto_attack = EVALUATION.GOOD;
         * }
         * y += 20;*/

        scene.evaluation_auto_attack = (SceneControl.EVALUATION)GUI.Toolbar(new Rect(x, y, 200, 20), (int)scene.evaluation_auto_attack, SceneControl.evaluation_str);
        y += dy;

        // リザルト.

        x = 300;
        y = 100;

        GUI.Label(new Rect(x, y, 100, 100), scene.result.oni_defeat_num.ToString());
        y += dy;

        for (int i = 0; i < (int)SceneControl.EVALUATION.NUM; i++)
        {
            GUI.Label(new Rect(x, y, 100, 100), ((SceneControl.EVALUATION)i).ToString() + " " + scene.result.eval_count[i].ToString());
            y += dy;
        }

        GUI.Label(new Rect(x, y, 100, 100), "rank " + scene.result.rank.ToString());
        y += dy;

        if (0 <= (int)scene.evaluation_auto_attack && (int)scene.evaluation_auto_attack <= 2)
        {
            scene.result.rank = (int)scene.evaluation_auto_attack;
        }
#endif
    }