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 }