// Use this for initialization void Start() { try { text = GameObject.Find("Text").GetComponent <Text>(); animator = Unitychan.GetComponent <Animator>(); rb = Unitychan.GetComponent <Rigidbody>(); Enemy0_scripts = Enemy0.GetComponent <Animation1>(); Enemy1_scripts = Enemy1.GetComponent <Animation5>(); Light_scripts = LightManager.GetComponent <Animation2>(); Sword_scripts = SwordManager.GetComponent <Animation3>(); Player_scripts = Player.GetComponent <Animation4>(); Camera_scripts = Camera.GetComponent <Animation4>(); UnityChan_scripts = Unitychan.GetComponent <Opening_UnityChan>(); EnemyMaster_scripts = EnemyMaster.GetComponent <EnemyGenerator>(); opening = true; countdown = false; playing = false; gameover = false; clear = false; } catch (Exception e) { Debug.Log("exception"); } }
static void ReceiveMessage(NetServer server) { NetIncomingMessage message; while ((message = server.ReadMessage()) != null) { switch (message.MessageType) { case NetIncomingMessageType.Data: ReceiveClientData(message); break; case NetIncomingMessageType.StatusChanged: if (message.SenderConnection.Status == NetConnectionStatus.Connected) { Console.WriteLine("NewConnect:" + message.SenderConnection.ToString()); Client client = new Client(message.SenderConnection); Hero hero = new Unitychan(0, 0, 0, 0, 0); client.objID = hero.GetObjID(); InitializeClient(server, client, hero); ObjectManager.AddClient(client); ObjectManager.AddHero(hero); } else if (message.SenderConnection.Status == NetConnectionStatus.Disconnected) { Console.WriteLine("Disconnect:" + message.SenderConnection.ToString()); } break; case NetIncomingMessageType.DebugMessage: Console.WriteLine("DebugMessage:" + message.ReadString()); break; default: Console.WriteLine("UnknownMessage:" + message.MessageType); break; } } }
// Update is called once per frame void Update() { if (opening) { Player_scripts.score = 0; text.text = "SELECT LEVEL ○easy ×normal PRESS ANY BUTTON"; Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(false); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(true); Cube.SetActive(false); if (_TimeCount + _Opening_Time < Time.time) { //rb.velocity = Vector3.zero; //animator.SetBool("Stop", true); Cube.SetActive(true); // ボタンイベント UnityのInput.GetButtonと同じ仕組み if (Input.GetKey("up")) { _TimeCount = Time.time; opening = false; countdown = true; NormalSpeed(); } Debug.Log("Success"); if (Input.GetKey("down")) { _TimeCount = Time.time; opening = false; countdown = true; HighSpeed(); } } else { Unitychan.transform.position += transform.forward * 0.035f; animator.SetBool("Stop", false); } } if (countdown) { Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(false); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(false); Cube.SetActive(true); if (_TimeCount + _Countdown_Time1 > Time.time) { text.text = "3"; } else if (_TimeCount + _Countdown_Time2 > Time.time) { text.text = "2"; } else if (_TimeCount + _Countdown_Time3 > Time.time) { text.text = "1"; } else { countdown = false; playing = true; _TimeCount = Time.time; Light.SetActive(false); Sword.SetActive(true); Unitychan.SetActive(false); Cube.SetActive(false); Player.SetActive(true); Player_scripts.Set(); Enemy0.SetActive(true); Enemy0_scripts.Set(); Enemy1.SetActive(true); Enemy1_scripts.Set(); EnemyMaster.SetActive(true); Player_scripts.Move(); Camera_scripts.Move(); Light_scripts.Move(); Sword_scripts.Move(); } } if (playing) { if (Input.GetKey("up")) { Debug.Log("Circle Down"); Light.SetActive(true); Sword.SetActive(false); } Debug.Log("Success"); if (Input.GetKey("down")) { Debug.Log("Circle UP"); Light.SetActive(false); Sword.SetActive(true); } } if (gameover) { if (_TimeCount + _Gameover_Time < Time.time) { ReStart(); this.gameover = true; Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(true); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(false); Cube.SetActive(true); text.text = "Score " + Player_scripts.score + "press ○ to ReStart"; if (Input.GetKey("up")) { Opening(); _TimeCount = Time.time; UnityChan_scripts.ReStart(); Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(false); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(true); Cube.SetActive(false); Enemy0_scripts.ReStart(); } } } }
void Start() { /* NOTE! We recommend that you limit the maximum frequency between frames. * This is because the controllers use Update() and not FixedUpdate(), * and yet need to update often enough to respond sufficiently fast. * Unity advises to keep this value "between 1/10th and 1/3th of a second." * However, even 100 milliseconds could seem slightly sluggish, so you * might want to experiment w/ reducing this value even more. * Obviously, this should only be relevant in case your framerare is starting * to lag. Most of the time, Update() should be called very regularly. */ // If you have changed these names, please replace below "names" /*Left = GameObject.Find("LeftWall"); * Right = GameObject.Find("RightWall"); * Racket = GameObject.Find("Racket");*/ try { Sword = GameObject.Find("Sword"); Light = GameObject.Find("VolumetricLinePrefab"); Player = GameObject.Find("player"); EnemyMaster = GameObject.Find("EnemyMaster"); Unitychan = GameObject.Find("unitychan"); Cube = GameObject.Find("Cube"); Enemy0 = GameObject.Find("Enemy0"); Enemy1 = GameObject.Find("Enemy1"); Camera = GameObject.Find("Main Camera"); text = GameObject.Find("Text").GetComponent <Text>(); animator = Unitychan.GetComponent <Animator>(); rb = Unitychan.GetComponent <Rigidbody>(); opening = true; countdown = false; playing = false; gameover = false; clear = false; } catch (Exception e) { Debug.Log("exception"); } Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(false); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(false); Cube.SetActive(false); _Style = new GUIStyle(); _Style.fontSize = 20; Time.maximumDeltaTime = 0.1f; int count = UniMoveController.GetNumConnected(); // Iterate through all connections (USB and Bluetooth) for (int i = 0; i < count; i++) { UniMoveController move = gameObject.AddComponent <UniMoveController>(); // It's a MonoBehaviour, so we can't just call a constructor // Remember to initialize! if (move.Init(i) == PSMove_Connect_Status.MoveConnect_NoData) { Destroy(move); // If it failed to initialize, destroy and continue on continue; } // This example program only uses Bluetooth-connected controllers PSMoveConnectionType conn = move.ConnectionType; if (conn == PSMoveConnectionType.Unknown || conn == PSMoveConnectionType.USB) { Destroy(move); } else { _Moves.Add(move); move.OnControllerDisconnected += HandleControllerDisconnected; // 球体LEDの基本セッティング 赤色 move.SetLED(Color.red); } } _TimeCount = Time.time; }
void Update() //1フレームが更新されるたび呼び出される関数 { foreach (UniMoveController move in _Moves) //PSMoveが正常的に繋がっている時に実行される { // Instead of this somewhat kludge-y check, we'd probably want to remove/destroy // the now-defunct controller in the disconnected event handler below. if (move.Disconnected) { continue; } // ボタンイベント UnityのInput.GetButtonと同じ仕組み if (move.GetButtonDown(PSMoveButton.Circle) && playing) { Debug.Log("Circle Down"); Light.SetActive(true); Debug.Log("Circle 1"); Sword.SetActive(false); Debug.Log("Circle 2"); } Debug.Log("Success"); if (move.GetButtonUp(PSMoveButton.Cross) && playing) { Debug.Log("Circle UP"); Light.SetActive(false); Sword.SetActive(true); } // 押すボタンによって球体のLEDの色が変わる if (move.GetButtonDown(PSMoveButton.Circle)) { move.SetLED(Color.red); } else if (move.GetButtonDown(PSMoveButton.Cross)) { move.SetLED(Color.red); } else if (move.GetButtonDown(PSMoveButton.Square)) { move.SetLED(Color.red); } else if (move.GetButtonDown(PSMoveButton.Triangle)) { move.SetLED(Color.red); } else if (move.GetButtonDown(PSMoveButton.Move)) { move.SetLED(Color.black); } // トリガーボタンが押されたら振動する move.SetRumble(move.Trigger); // transform.localPosition = move.Position; transform.localRotation = move.Orientation; // PSMoveの球体の座標によってオブジェクトの座標が変わる /*if ((float)PSMoveDetect.Sx > Left.transform.position.x + Racket.transform.localScale.x/2 * && (float)PSMoveDetect.Sx < Right.transform.position.x - Racket.transform.localScale.x/2) //ゲーム内ではみ出さないようにオブジェクトの移動範囲を制限 * { * transform.position = new Vector3(((float)PSMoveDetect.Sx), GetComponent<Rigidbody>().position.y, GetComponent<Rigidbody>().position.z); * Left_touch = false; * Right_touch = false; * } * else if ((float)PSMoveDetect.Sx <= Left.transform.position.x) * { * transform.position = new Vector3(Left.transform.position.x + Racket.transform.localScale.x/2, GetComponent<Rigidbody>().position.y, GetComponent<Rigidbody>().position.z); * Left_touch = true; * } * * else if ((float)PSMoveDetect.Sx >= Right.transform.position.x) * { * transform.position = new Vector3(Right.transform.position.x - Racket.transform.localScale.x/2, GetComponent<Rigidbody>().position.y, GetComponent<Rigidbody>().position.z); * Right_touch = true; * }*/ //PSMoveの球体の座標によってオブジェクトに掛かる力量が変わる //rigidbody.AddForce( // transform.Right * Input.GetAxisRaw( "Horizontal" ) * Accel, // ForceMode.Impulse ); //if( (float)PSMoveDetect.Sx / 3 > 0) // rigidbody.AddForce(transform.Right * ((float)PSMoveDetect.Sx), ForceMode.Impulse ); if (IsCollided == true) //関数OnCollisionEnterでIsCollidedの値がtrueに変わった場合 { Timer += Time.deltaTime; //0から時間を計る if (Timer < Collide_time) //計った時間が0からCollide_time以内の場合 { move.SetLED(Color.magenta); //LEDの色を赤色にする move.SetRumble(1f); //1の硬度で振動する } else //計った時間が15msを超える場合 { Timer = 0; //タイマーを0に戻す move.SetLED(Color.red); IsCollided = false; } } if (opening) { Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(false); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(true); Cube.SetActive(false); if (_TimeCount + _Opening_Time < Time.time) { rb.velocity = Vector3.zero; animator.SetBool("Stop", true); Cube.SetActive(true); // ボタンイベント UnityのInput.GetButtonと同じ仕組み if (move.GetButtonDown(PSMoveButton.Circle)) { _TimeCount = Time.time; opening = false; countdown = true; } Debug.Log("Success"); if (move.GetButtonUp(PSMoveButton.Cross)) { _TimeCount = Time.time; opening = false; countdown = true; } } else { Unitychan.transform.position += Unitychan.transform.forward * 0.01f; } } if (countdown) { Light.SetActive(false); Sword.SetActive(false); Player.SetActive(false); EnemyMaster.SetActive(false); Enemy0.SetActive(false); Enemy1.SetActive(false); Unitychan.SetActive(false); Cube.SetActive(true); if (_TimeCount + _Countdown_Time1 < Time.time) { text.text = "1"; } else if (_TimeCount + _Countdown_Time2 < Time.time) { text.text = "2"; } else if (_TimeCount + _Countdown_Time3 < Time.time) { text.text = "3"; } else { countdown = false; playing = true; _TimeCount = Time.time; } } } }