Esempio n. 1
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    private void Start()
    {
        plms    = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>();
        size    = this.GetComponent <BoxCollider>().size.y / 2;
        objName = this.name;
        //plms.autoRunVec = this.name;
        onCamraBuf = (int)CameraType.FRONT;
        //以下カメラ操作
        MainCamera[(int)CameraType.FRONT] = GameObject.Find("FollowCamera");                    // メインカメラの情報
        MainCamera[(int)CameraType.BACK]  = GameObject.Find("FollowCameraB");                   // メインカメラBの情報
        MainCamera[(int)CameraType.LEFT]  = GameObject.Find("FollowCameraL");                   // メインカメラLの情報
        MainCamera[(int)CameraType.RIGHT] = GameObject.Find("FollowCameraR");                   // メインカメラRの情報

        cam[(int)CameraType.FRONT] = MainCamera[(int)CameraType.FRONT].GetComponent <Camera>(); // メインカメラの情報
        cam[(int)CameraType.BACK]  = MainCamera[(int)CameraType.BACK].GetComponent <Camera>();  // メインカメラBの情報
        cam[(int)CameraType.LEFT]  = MainCamera[(int)CameraType.LEFT].GetComponent <Camera>();  // メインカメラLの情報
        cam[(int)CameraType.RIGHT] = MainCamera[(int)CameraType.RIGHT].GetComponent <Camera>(); // メインカメラRの情報

        mainCameraRotatebuf_Y[(int)CameraType.FRONT] = 0.0f;                                    // カメラのトランスフォームをバックアップ
        mainCameraRotatebuf_Y[(int)CameraType.BACK]  = 180.0f;                                  // カメラのトランスフォームをバックアップ
        mainCameraRotatebuf_Y[(int)CameraType.LEFT]  = -90.0f;                                  // カメラのトランスフォームをバックアップ
        mainCameraRotatebuf_Y[(int)CameraType.RIGHT] = 90.0f;                                   // カメラのトランスフォームをバックアップ

        //mainCameraRotatebuf[(int)CameraType.FRONT] = MainCamera[(int)CameraType.FRONT].GetComponent<Transform>();   // カメラのトランスフォームをバックアップ
        //mainCameraRotatebuf[(int)CameraType.BACK] = MainCamera[(int)CameraType.BACK].GetComponent<Transform>();     // カメラのトランスフォームをバックアップ
        //mainCameraRotatebuf[(int)CameraType.LEFT] = MainCamera[(int)CameraType.LEFT].GetComponent<Transform>();     // カメラのトランスフォームをバックアップ
        //mainCameraRotatebuf[(int)CameraType.RIGHT] = MainCamera[(int)CameraType.RIGHT].GetComponent<Transform>();   // カメラのトランスフォームをバックアップ

        cm1 = GameObject.Find("CM vcam1");
        cm2 = GameObject.Find("CM vcam2");
        cm3 = GameObject.Find("CM vcam3");
    }
Esempio n. 2
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    private void Start()
    {
        _inputModel  = new InputModel();
        _systemInput = new SystemInput(_inputModel);

        _playerMove = new PlayerMoveSystem(_inputModel, player);

        _mazeManager = new Maze.MazeManager(Tessellation, Maze.GenerationAlgorithmEnum.RecursiveBacktracker);

        switch (Tessellation)
        {
        case TessellationType.Orthigonal:
            _mazeManager.CreateMaze(new Vector3(0, 0), CellSize, MazeWidth, MazeHeight);
            break;

        case TessellationType.Theta:
            _mazeManager.CreateMaze(new Vector3(0, 0), CellSize, OuterDiameter, InnerDiameter, AmountCellInFirstLayer, 0);
            break;
        }

        player.transform.position = new Vector3()
        {
            x = 0,
            y = 0
        };
    }
Esempio n. 3
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    private void StartGame()
    {
        _cameraObject = Instantiate(_cameraPrefab);

        var   camera   = _cameraObject.GetComponent <Camera>();
        float widthCam = camera.orthographicSize * camera.aspect;

        fieldBoundary = new Vector2(widthCam, 1f);

        _inputModel  = new InputModel();
        _systemInput = new SystemInput(_inputModel);

        _playerManager     = new PlayerManager(_playerPrefab, _playerUIPrefab, _playerData);
        _playerMoveSystem  = new PlayerMoveSystem(_inputModel, _playerManager.PlayerModel, fieldBoundary);
        _playerShootSystem = new PlayerShootSystem(_inputModel, _playerManager.PlayerModel);

        _enemyManager    = new EnemyManager(_enemyDatas, _enemyPrefabs, fieldBoundary.x);
        _enemyMoveSystem = new EnemyMoveSystem(_enemyManager, _playerManager.PlayerModel, fieldBoundary);

        _scoringSystem    = new ScoringSystem(_playerManager.PlayerModel, _enemyManager);
        _spawnEnemySystem = new SpawnEnemySystem(_enemyManager);

        _playerManager.Destroy += EndGame;


        _playerManager.SpawnPlayer(Vector3.zero, Quaternion.identity);
        inGame = true;
    }
Esempio n. 4
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    // Start is called before the first frame update
    void Start()
    {
        plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>();

        //カメラの初期化
        CameraInit();
    }
Esempio n. 5
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    private void Awake()
    {
        plms         = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>();
        eccr         = GameObject.Find("CameraSet").GetComponent <EndCurveCameraReset>();
        curveMid_pos = curveMid.transform.position;
        curveEnd_pos = curveEnd.transform.position;

        CameraInit();
    }
Esempio n. 6
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    private void Start()
    {
        plms = this.GetComponent <PlayerMoveSystem>();
        gm   = GameObject.Find("GameSystem").GetComponent <GameManager>();

        cm1 = GameObject.Find("CM vcam1");                                                   // バーチャルカメラ1の情報
        cm2 = GameObject.Find("CM vcam2");                                                   // バーチャルカメラ2の情報
        cm3 = GameObject.Find("CM vcam3");                                                   // バーチャルカメラ3の情報
        cmBuf[(int)VirCamType.CM1] = cm1.GetComponent <CinemachineVirtualCamera>().Priority; // バーチャルカメラの情報を記憶
        cmBuf[(int)VirCamType.CM2] = cm2.GetComponent <CinemachineVirtualCamera>().Priority; // バーチャルカメラの情報を記憶
        cmBuf[(int)VirCamType.CM3] = cm3.GetComponent <CinemachineVirtualCamera>().Priority; // バーチャルカメラの情報を記憶
    }
Esempio n. 7
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    private void Start()
    {
        gm = GameObject.Find("GameSystem").GetComponent <GameManager>();
        GameObject player = GameObject.Find("Wizard");

        pl   = player.transform;
        plms = player.GetComponent <PlayerMoveSystem>();
        if (GetComponent <MeshCollider>() == false)
        {
            this.gameObject.AddComponent <MeshCollider>();
            this.GetComponent <MeshCollider>().convex    = true;
            this.GetComponent <MeshCollider>().isTrigger = true;
        }
    }
Esempio n. 8
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    private void Start()
    {
        Application.targetFrameRate = framerate;
        GameOverText         = GameObject.Find("GameOverText").GetComponent <Text>();
        GameOverText.enabled = false;

        GameClearText         = GameObject.Find("GameClearText").GetComponent <Text>();
        GameClearText.enabled = false;

        blackOut      = GameObject.Find("BlackoutImage").GetComponent <Animator>();
        blackOutImage = GameObject.Find("BlackoutImage").GetComponent <Image>();
        pl            = GameObject.Find("Wizard");
        plms          = pl.GetComponent <PlayerMoveSystem>();
        plho          = pl.GetComponent <PlayerHitObject>();
        eccr          = GameObject.Find("CameraSet").GetComponent <EndCurveCameraReset>();
        ts            = GameObject.Find("TimeBox").GetComponent <TimerScript>();

        //以下ステージUI
        CoinBar   = GameObject.Find("CoinChainGage").GetComponent <Slider>();
        ScoreText = GameObject.Find("ScoreText").GetComponent <Text>();
        Score     = GameObject.Find("Score").GetComponent <Text>();
        CoinText  = GameObject.Find("CoinText").GetComponent <Text>();

        //ステージ中のUIを標準非表示に
        CoinBar.gameObject.SetActive(false);
        ScoreText.enabled = false;
        Score.enabled     = false;
        CoinText.enabled  = false;

        if (isShowUi)
        {
            CoinBar.gameObject.SetActive(true);
            ScoreText.enabled = true;
            Score.enabled     = true;
            CoinText.enabled  = true;
        }

        ////以下カメラ用
        camf = GameObject.Find("FollowCamera").GetComponent <Camera>();
        camr = GameObject.Find("FollowCameraR").GetComponent <Camera>();
        caml = GameObject.Find("FollowCameraL").GetComponent <Camera>();
        camb = GameObject.Find("FollowCameraB").GetComponent <Camera>();
    }
        public void SetUp()
        {
            var settings = Resources.Load("GameSettings") as GameSettings;

            _context = new Contexts();
            _context.game.SetDeltaTime(0f);
            _context.game.SetGameSettings(settings);

            _playerMoveSystem            = new PlayerMoveSystem(10, _context.game, _context.input);
            _gameEventSystems            = new GameEventSystems(_context);
            _addPlayerViewReactiveSystem = new AddPlayerViewReactiveSystem(1, _context.game);

            _systems = new Feature("Game")
                       .Add(_addPlayerViewReactiveSystem)
                       .Add(_playerMoveSystem)
                       .Add(_gameEventSystems);

            _player = EntitiesFactory.CreatePlayer(_context.game, Vector3.zero, Quaternion.identity);
            _systems.Execute();
        }
Esempio n. 10
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 private void Start()
 {
     plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>();
     Destroy(this.gameObject, 3.0f);
     animator = GameObject.Find("Player02").GetComponent <Animator>();
 }
Esempio n. 11
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 protected override bool Filter(PlayerEntity playerEntity)
 {
     return(PlayerMoveSystem.CanPlayerMove(playerEntity) && playerEntity.hasPlayerSkyMove &&
            playerEntity.hasOrientation && playerEntity.hasCharacterContoller &&
            !playerEntity.playerSkyMove.IsMoveEnabled);
 }
Esempio n. 12
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    public float currentFov;            //現在のfov

    private void Start()
    {
        plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>();
        fov  = this.GetComponent <Camera>();
    }
Esempio n. 13
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 private void Start()
 {
     pl   = GameObject.Find("Wizard").GetComponent <Transform>();
     plms = GameObject.Find("Wizard").GetComponent <PlayerMoveSystem>();
 }