void LaneFlow() { if (liftFlag) { return; } Vector3 work = Vector3.zero; if (LaneControl.BugFreezeFlag()) { selfRigidBody.velocity = work; return; } work.y = selfRigidBody.velocity.y; work.x = moveLaneVelocity.x * LANE_SPEED; work.z = moveLaneVelocity.z * LANE_SPEED; selfRigidBody.velocity = work; }
public void FirstSet(LaneControl lane, eItemType type, Material mat) { laneControlClass = lane; itemType = type; GetComponent <MeshRenderer>().material = mat; }
public void ItemGoal(FlowItem.eItemType type) { //正解かどうかの情報をとっておく if (type == recipes[recipeIndex][itemIndex]) { correctDatas[recipeIndex]++; } else if (type == FlowItem.eItemType.disturb) { //お邪魔アイテムの場合はフリーズ LaneControl.StartBug(); } //正解の場合 //if (type == recipes[recipeIndex][itemIndex]) //{ itemIndex++; //4つそろったら次へ if (itemIndex > 3) { itemIndex = 0; recipeIndex++; if (recipeIndex >= recipes.Count) { Debug.Log("ウイルス退治演出へ"); } else { if (recipeIndex <= recipes.Count - 4) { GameObject go; go = Instantiate(recipeUiPrefav, Vector3.zero, Quaternion.identity); go.transform.parent = transform; go.transform.localScale = new Vector3(7.0f, 1.0f, 1.0f); go.transform.localPosition = new Vector3(0.0f, -4.6f, 0.0f); go.transform.localRotation = new Quaternion(0.0f, 0.0f, 0.0f, 1.0f); recipeUis.Add(go.GetComponent <Recipe>()); recipeUis[recipeUis.Count - 1].SetColors(uiItemColors[(int)recipes[recipeIndex + 3][0]], uiItemColors[(int)recipes[recipeIndex + 3][1]], uiItemColors[(int)recipes[recipeIndex + 3][2]], uiItemColors[(int)recipes[recipeIndex + 3][3]]); } //次のアイテムを生成 ItemLaneAdd(); //レシピリストのクリーン for (int i = 0; i < recipeUis.Count; i++) { if (!recipeUis[i]) { recipeUis.RemoveAt(i); } } //--- レシピを上にあげる --- // ここでレシピの演出よんで、演出終わったら上にあげるこの処理呼ぶのがよさそう for (int i = 0; i < recipeUis.Count; i++) { recipeUis[i].UpPos(); } //---------------------- } return; } //} //不正解の場合はもう一度アイテムを再生成 //else // laneControlClass.AddCreateList(type); }