Esempio n. 1
0
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
    /// <summary>
    /// フィニッシュステートにいく
    /// </summary>
    /// <returns></returns>
    public void setFinish()
    {
        anserTime      = 0.0f;
        questionStatus = false;
        switchIdle     = false;
        switchQuestion = false;
        KMHH_CharaAnimationManager.ChangeCharaStateToFinish(); //キャラのステート変えるやつ 待機
    }
Esempio n. 2
0
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
    /// <summary>
    /// エモーションステートにいく
    /// </summary>
    /// <returns>成否で分岐</returns>
    public static void setEmotion(bool anserResult)
    {
        questionStatus = false;
        switchIdle     = false;
        switchQuestion = false;

        KMHH_CharaAnimationManager.ChangeCharaStateToEmotion(anserResult); //キャラのステート変えるやつ 待機
    }
Esempio n. 3
0
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
    /// <summary>
    /// 待機にいく
    /// </summary>
    /// <returns></returns>
    public static void setIdle()
    {
        anserTime      = 0.0f;
        questionStatus = false;
        switchIdle     = true;
        switchQuestion = false;

        Debug.Log("あいどるすてーと選びにいこかな");
        KMHH_CharaAnimationManager.ChangeCharaStateToIdle(); //キャラのステート変えるやつ 待機
    }
Esempio n. 4
0
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
    /// <summary>
    /// クエスチョンステートにいく
    /// </summary>
    /// <returns></returns>
    public void setQuestion()
    {
        idleTime       = 0.0f;
        questionStatus = true;

        switchIdle     = false;
        switchQuestion = true;


        Debug.Log("すてーと選びにいこかな" + questionStatus);
        KMHH_CharaAnimationManager.ChangeCharaState(); //キャラのステート変えるやつ
        questionNumOfTimes = questionNumOfTimes + 1;   //出題回数増やす
    }
Esempio n. 5
0
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
    /// <summary>
    /// ゲームの時間進行いろいろ。カウントダウンもやっちゃう
    /// </summary>
    /// <returns></returns>
    // Update is called once per frame
    public void Update()
    {
        debugGameTimeText.text = "でばっぐ情報" + "\n" +
                                 "ゲーム経過時間:" + gameTimePast.ToString("f2") + "\n" +
                                 "出題回数:" + questionNumOfTimes + "\n" +
                                 "出題状態:" + questionStatus + "\n" +
                                 "-----------------------\n" +
                                 "出題時間のスパン" + kmhhQuestionSpan + "\n" +
                                 "出題スイッチ:" + switchQuestion + "\n" +
                                 "回答時間" + anserTime.ToString("f2") + "\n" +
                                 "-----------------------\n" +
                                 "アイドルのスパン" + kmhhIdleSpan + "\n" +
                                 "待機スイッチ:" + switchIdle + "\n" +
                                 "待機時間" + idleTime.ToString("f2") + "\n";
///////////////////////////////////////////////////////////////////

        if ((switchStartMethod == true) && (gameFinish == false))
        {
            getDeltaTime      = 0.0f;
            switchStartMethod = false;

            Time.timeScale     = 1.0f;
            questionNumOfTimes = 0;


            countDownEffObj_3      = GameObject.Find("eff_KMHH_CountDown_3");
            countDownEffObj_2      = GameObject.Find("eff_KMHH_CountDown_2");
            countDownEffObj_1      = GameObject.Find("eff_KMHH_CountDown_1");
            countDownEffObj_0      = GameObject.Find("eff_KMHH_CountDown_Start");
            countDownEffObj_Fin    = GameObject.Find("eff_KMHH_CountDown_Finish");
            GameSceneChangeWallObj = GameObject.Find("eff_GameSceneChangeWall");


            upDateGameTimerObj = GameObject.Find("ui_GameTimer");   //ゲーム時間経過用オブジェクト拾ってくるぜ

            upDateGameTimerText.text = gameSetTime.ToString();      // 時間制限をテキスト更新


            debugGameTimerObj  = GameObject.Find("Debug_CountTimer");

            debugGameTimeText = debugGameTimerObj.GetComponentInChildren <Text>();

            //kmhh_CAM_Obj = GameObject.Find("KMHH_CharaAnimationManager_Obj");

            //KMHH_CharaAnimationManager kmhh_CAM = new KMHH_CharaAnimationManager();
        }

        getDeltaTime += Time.deltaTime;


////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
        //カウントダウン中
        if ((gameStart == false) && (gameFinish == false))
        {
            if (getDeltaTime < 0.1f)
            {
                gameParamReset();
                if (KMHH_CharaAnimationManager.KMHH_CharaAnimator.GetBool("goToIdle") == true)
                {
                    setIdle();
                    KMHH_CharaAnimationManager.hideBodyParts();
                    KMHH_CharaAnimationManager.ChangeQuestionBodyParts();
                    KMHH_CharaAnimationManager.KMHH_CharaAnimator.SetBool("goToIdle", false);
                }
                countDownEffObj_3.SetActive(false);
                countDownEffObj_2.SetActive(false);
                countDownEffObj_1.SetActive(false);
                countDownEffObj_0.SetActive(false);
                countDownEffObj_Fin.SetActive(false);
                GameSceneChangeWallObj.SetActive(false);
            }
            if ((getDeltaTime >= gameStandbyTime) && (getDeltaTime < gameStandbyTime + 1.0f))
            {
                if (countDownTrigger3 == false)
                {
                    if (getDeltaTime != gameTimePast)
                    {
                        countDownTrigger3 = true;
                        Debug.Log("3");
                        countDownEffObj_3.SetActive(true);
                    }
                }
            }
            if ((getDeltaTime >= gameStandbyTime + 1.0f) && (getDeltaTime < gameStandbyTime + 2.0f))
            {
                if (countDownTrigger2 == false)
                {
                    if (getDeltaTime != gameTimePast)
                    {
                        countDownTrigger2 = true;
                        Debug.Log("2");
                        countDownEffObj_3.SetActive(false);
                        countDownEffObj_2.SetActive(true);
                    }
                }
            }
            if ((getDeltaTime >= gameStandbyTime + 2.0f) && (getDeltaTime < gameStandbyTime + 3.0f))
            {
                if (countDownTrigger1 == false)
                {
                    if (getDeltaTime != gameTimePast)
                    {
                        countDownTrigger1 = true;
                        Debug.Log("1");
                        countDownEffObj_2.SetActive(false);
                        countDownEffObj_1.SetActive(true);
                    }
                }
            }
            if (getDeltaTime >= gameStandbyTime + 3.0f)
            {
                gameStart = true;  //ゲーム開始状態にする
                Debug.Log("げーむすたーと");

                gameTimePast       = 0;
                questionNumOfTimes = 0;

                switchQuestion = true;

                countDownEffObj_1.SetActive(false);
                countDownEffObj_0.SetActive(true);


                Invoke("CountDownObjHide", 1.5f);   // カウントダウン全部消す
                setQuestion();

                Time.timeScale = editTimeScale;
            }
            gameTimePast = getDeltaTime; //経過時間として現在の時間を上書く
        }
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
        //ゲーム開始。ゲームが終わってないとき,ゲーム中の時間を記録
        if ((gameStart == true) && (gameFinish == false))
        {
            gameCurrentTime += Time.deltaTime;                                                         //ゲーム時間を更新

            gameTimePast             = gameCurrentTime;                                                //経過時間として現在の時間を上書く
            gameTimePastInt          = (int)gameTimePast;                                              //↑整数化
            upDateGameTimerText.text = (((gameSetTime - gameTimePastInt).ToString()).PadLeft(2, '0')); //時間文字列更新

////////////////////////////////////////////////////////////////////
            //待機スイッチ入ってたら待機の秒数計測
            if (switchIdle)
            {
                idleTime += Time.deltaTime;
            }

            //回答スイッチ入ってたら回答の秒数計測
            if (switchQuestion)
            {
                anserTime += Time.deltaTime;
            }
////////////////////////////////////////////////////////////////////

            //↓制限時間を過ぎたらゲーム開始をfalse,ゲーム終了をtrue
            if (gameTimePast > gameSetTime)
            {
                Debug.Log("しゅうりょう");
                questionStatus = false;
                gameFinishTime = gameTimePast; //ゲーム終了時の時間を記録
                GameFinish();
                return;
            }

            if (idleTime > kmhhIdleSpan)
            {
                Debug.Log("待機スパンすぎた");
                setQuestion();
            }
            if (anserTime > kmhhQuestionSpan)
            {
                Debug.Log("回答スパンすぎた");
                if (questionStatus)
                {
                    setTimeOver();
                }
                //setIdle();
            }
        }
////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////
        //ゲームが終わったとき,終了の処理
        if ((gameStart == false) && (gameFinish == true))
        {
            countDownEffObj_Fin.SetActive(true);
        }
    } //Update()ここまで