// Start is called before the first frame update void Start() { //jsonを読み込んでいるスクリプトを保存しているスクリプト g_input = GameObject.Find("Game_Controller").GetComponent <Input_Data>(); //ステージの広さを代入 g_side_pos = g_input.g_inputJson.g_hori; g_high_pos = g_input.g_inputJson.g_high; g_var_pos = g_input.g_inputJson.g_ver; //自信のオブジェクトがどこのポジションのカメラ化を判断する switch (g_camera_num) { case g_rghitcamera: CameraSet(g_side_pos + 3, g_high_pos, g_var_pos / 2); break; case g_leftcamera: CameraSet(-5, g_high_pos, g_var_pos / 2); break; case g_rightbackcamera: CameraSet(g_side_pos / 2, g_high_pos, -5); break; case g_leftbackcamera: CameraSet(g_side_pos / 2, g_high_pos, g_var_pos + 3); break; case g_directcamera: CameraSet(g_side_pos / 2, g_high_pos + (g_side_pos / 2 + g_var_pos / 2), g_var_pos / 2); break; } }
public void Start_Direction(GameObject player) { g_json_Script = GameObject.Find("Game_Controller").GetComponent <Input_Data>(); g_start_Para = g_json_Script.g_inputJson.g_p_direction; g_player_Obj = player; Player_Direction_Change(g_start_Para); g_player_direction = g_start_Para; }
void Start() { g_game_Con_Script = GameObject.Find("Game_Controller").GetComponent <Game_Controller>(); g_json_Script = GameObject.Find("Game_Controller").GetComponent <Input_Data>(); //ステージの配列の最大値を取得 (g_max_Ver, g_max_Side, g_max_High) = g_json_Script.Get_Array_Max(); //初期化 Reset_Array(); }
void Start() { g_json_Script = GameObject.Find("Game_Controller").GetComponent <Input_Data>(); g_game_Con_Script = GameObject.Find("Game_Controller").GetComponent <Game_Controller>(); g_se_source_Script = GameObject.Find("SEList").GetComponent <Se_Source>(); g_particle_Script = GameObject.Find("Particle_Source").GetComponent <Particle_Source>(); //縦横高さの最大値をjsonで決めた数へ変更する (g_max_Ver, g_max_Side, g_max_High) = g_json_Script.Get_Array_Max(); }
void Start() { g_json_Script = GameObject.Find("Game_Controller").GetComponent <Input_Data>(); g_menu_Script = GameObject.Find("StartChackObj").GetComponent <PushStartScri>(); g_camera_move_Script = GameObject.Find("MainCamera").GetComponent <MainCamera_Move>(); g_bgmObj = GameObject.Find("BGM_Source"); g_troublenumtext = GetComponent <Text>(); g_troublenum = g_json_Script.g_inputJson.g_trouble; g_troublenumtext.text = g_troublenum.ToString(); g_max_trouble = g_troublenum; }
public void Load_Input() { Input_Data input_data = IO.Load <Input_Data>("input_data.bin"); Debug.Log("Input was loaded."); //assign everything game_buttons = input_data.game_button_data; XInverted = input_data.x_inverted_data; YInverted = input_data.y_inverted_data; mouseXSpeed = input_data.mouse_x_sensitivity_data; mouseYSpeed = input_data.mouse_y_sensitivity_data; }
public void Save_Input() { Input_Data input_data = new Input_Data(); //Assigning Everything input_data.game_button_data = game_buttons; input_data.x_inverted_data = XInverted; input_data.mouse_x_sensitivity_data = mouseXSpeed; input_data.y_inverted_data = YInverted; input_data.mouse_y_sensitivity_data = mouseYSpeed; // IO.Save <Input_Data>(input_data, "input_data.bin"); Debug.Log("Input Saved"); }
void Start() { g_player_Obj = this.gameObject; g_json_Script = GameObject.Find("Game_Controller").GetComponent <Input_Data>(); g_game_con_Script = GameObject.Find("Game_Controller").GetComponent <Game_Controller>(); g_play_con_Script = GameObject.Find("Player_Controller").GetComponent <Playercontroller>(); g_direction_Script = GameObject.Find("Player_Controller").GetComponent <Player_Direction>(); g_dice_con_Script = GameObject.Find("Dice_Controller").GetComponent <Dice_Controller>(); g_appearance_move_Script = this.GetComponent <Player_Appearance_Move>(); g_anim_Script = this.GetComponent <Player_Animation>(); g_xbox_Script = this.GetComponent <PlayerXbox>(); g_playerDirectXbox_Script = this.GetComponent <PlayerDirectXbox>(); //配列の最大値を取得 (g_max_ver, g_max_side, g_max_high) = g_json_Script.Get_Array_Max(); }
void Start() { g_json_Script = this.GetComponent <Input_Data>(); g_pool_Script = GameObject.Find("Stage_Pool").GetComponent <Stage_Obj_Pool>(); //配列の要素数をjsonで決めた数へ変更する (g_s_BlockCount, g_v_BlockCount, g_h_BlockCount) = g_json_Script.Get_Array_Max(); //配列の要素数を決定する g_blocks_Array = new GameObject[g_s_BlockCount, g_v_BlockCount, g_h_BlockCount]; g_blocksPos_Array = new Vector3[g_s_BlockCount, g_v_BlockCount, g_h_BlockCount]; g_blocksType_Array = new int[g_s_BlockCount, g_v_BlockCount, g_h_BlockCount]; Pos_Array_Reset(); g_fade_Script = GameObject.Find("Fade_Image").GetComponent <Fade_In_Out>(); g_particle_Script = GameObject.Find("Particle_Source").GetComponent <Particle_Source>(); //フェードイン後にエフェクトを生成できるようにする g_fade_Script.Start_Fade_In(g_particle_Script.Change_Start_Flag_(true)); }
void FillLists(Input_Data d) { int n = 0; Names.Clear(); teclas.Clear(); keycodes.Clear(); foreach (KeyValuePair <string, KeyCode> keys in data.inputs) { Names.Add(keys.Key); keycodes.Add(keys.Value); if ((int)keys.Value > 322) { teclas.Add("Mouse" + ((int)keys.Value - 323).ToString()); } else { teclas.Add(keys.Value.ToString()); } n++; } if (n < Nbuttons) { for (int i = n; i < Nbuttons; i++) { Names.Add(i.ToString()); teclas.Add("Registrar tecla"); keycodes.Add(KeyCode.None); } } }
private void OnGUI() { if (!emptySlot && data == null) { emptySlot = true; } data = (Input_Data)EditorGUILayout.ObjectField("Scriptable object", data, typeof(Input_Data), true); if (data != null && emptySlot) { Nbuttons = data.inputs.Count; emptySlot = false; } if (GUILayout.Button("Add")) { Nbuttons++; } GUILayout.Space(5); if (GUILayout.Button("Atualizar lista de teclas")) { CriarTeclas(); } GUILayout.Space(5); for (int i = 0; i < Nbuttons; i++) { EditorGUILayout.BeginHorizontal(); if (Names.Count != Nbuttons) { if (data != null) { FillLists(data); } else { FillLists(); } } Names[i] = EditorGUILayout.TextField("Nome da ação:", Names[i]); if (GUILayout.Button(teclas[i], GUILayout.Width(150))) { //Debug.Log("clicou"); if (!teclas.Contains("aguardando input")) { //Debug.Log("checando.."); teclas[i] = "aguardando input"; checking = true; } else if (teclas[i] == "aguardando input") { teclas[i] = "Registrar tecla"; checking = false; } } if (GUILayout.Button("remover", GUILayout.Width(70))) { Names.RemoveAt(i); keycodes.RemoveAt(i); teclas.RemoveAt(i); Nbuttons--; } EditorGUILayout.EndHorizontal(); } if (checking) { Event e = Event.current; if (e != null && (e.type == EventType.MouseDown || e.type == EventType.KeyDown)) { //checkButton(); //Debug.Log("opa"); checking = false; keyPressed(e); } } }