Exemple #1
0
 /// <summary>
 /// スコア初期化の
 /// サーバーにしか呼ばれていない
 /// </summary>
 public void Initialize(bool withoutLeftTime = false)
 {
     if (!withoutLeftTime)
     {
         leftTime  = initialLeftTime;
         startTime = DateTime.Now.Hour * 60 * 60 + DateTime.Now.Minute * 60 + DateTime.Now.Second;
     }
     // score 計算は server だけ
     if (isServer)
     {
         score    = initialScore;
         maxScore = initialScore;
         systemControllerInServer = SystemControllerInServer.Instance;
         print("Initialize score");
         score = 0;
         for (int i = 0; i < systemControllerInServer.sculptureMap.Length; i++)
         {
             for (int j = 0; j < systemControllerInServer.sculptureMap[0].Length; j++)
             {
                 for (int k = 0; k < systemControllerInServer.sculptureMap[0][0].Length; k++)
                 {
                     if (systemControllerInServer.sculptureMap[i][j][k] == systemControllerInServer.blockCollectionMap[i][j][k])
                     {
                         score++;
                     }
                     maxScore++;
                 }
             }
         }
     }
 }
Exemple #2
0
 /// <summary>
 /// Called by Unity when destroying a MonoBehaviour. Scripts that extend
 /// SingleInstance should be sure to call base.OnDestroy() to ensure the
 /// underlying static _Instance reference is properly cleaned up.
 /// </summary>
 protected virtual void OnDestroy()
 {
     _Instance = null;
 }