///------------------------------------------------------------------------------------------------ void Start() { moverioUnityPlugin.SensorData_HeadSet_Tap += SensorData_HeadSet_Tap; moverioUnityPlugin.SensorData_Controller_Shake += SensorData_Controller_Shake; CreateLabyrintWall(); Caution(); wallClear = WallClear.None; }
private void ClearLabyrintField() { wallCount = 0; wallClear = WallClear.None; Destroy(player); foreach (GameObject go in fieldItemList) { Destroy(go); } }
private void HitFlagManagement(int flag) { switch (wallClear) { case WallClear.None: correct.Play(); TrickWallAnimation(); wallClear = WallClear.FirstWall; break; case WallClear.FirstWall: correct.Play(); TrickWallAnimation(); hitFlagList = new List <int> (); wallClear = WallClear.SecondWall; break; case WallClear.SecondWall: hitFlagList.Add(flag); if (hitFlagList.Count >= 2) { correct.Play(); TrickWallAnimation(); hitFlagList = new List <int> (); wallClear = WallClear.ThirdWall; } break; case WallClear.ThirdWall: hitFlagList.Add(flag); if (hitFlagList.Count >= 3) { if (hitFlagList [0] == 5 && hitFlagList [1] == 4 && hitFlagList [2] == 6) { correct.Play(); TrickWallAnimation(); } else { inCorrect.Play(); foreach (GameObject go in orderTargetList) { go.GetComponent <Animator> ().SetTrigger("ReSet"); hitFlagList = new List <int> (); } } } break; } }