//シナリオ、アニメーション、カメラ位置情報を更新 void UpdateScenerio(Route route) { Scenariodate data = new Scenariodate(); int text_number = 0; switch (route) { case Route.Main: text_number = _current_text_number [(int)Route.Main, 0]; data = _Main [text_number]; _current_text_number [(int)Route.Main, 0]++; break; case Route.A: text_number = _current_text_number [(int)Route.A, 0]; data = _A [text_number]; _current_text_number [(int)Route.A, 0]++; break; case Route.B: text_number = _current_text_number [(int)Route.B, 0]; data = _B [text_number]; _current_text_number [(int)Route.B, 0]++; break; case Route.C: text_number = _current_text_number [(int)Route.C, 0]; data = _C [text_number]; _current_text_number [(int)Route.C, 0]++; break; case Route.NULL: break; } //ルートが決まってない場合以外更新 if (route != Route.NULL) { _current_text = data._text_date; StartCoroutine(WordByWordShowing(_current_text,0.055f)); _timer = data._time; if (data._next_route == Route.BacktoOldRoute) { //直前の分岐後ルートに戻る.ボブ出現の後, _next_route = _brunch_old_route; OthersScenarioSkip (_brunch_old_route); } else { _next_route = data._next_route; Debug.Log (_next_route); } //(CharacterAnimator.Animation) のキャストはいらなくなるかも Abery._current_animation = (CharacterAnimator.Animation)data._abery_animation; Abery._next_state = (CharacterAnimator.State)data._abery_state; Jony._current_animation = (CharacterAnimator.Animation)data._jony_animation; Jony._next_state = (CharacterAnimator.State)data._jony_state; _view_camera._SetNumber = data._camera_number; _camera_animator.StartAnimation (data._camera_animation, _view_camera.CurrentCamera); _cv_reference.CVSoundPlay (text_number, route); _se_reference.CenterPlay (data._se_pertern); _extra_animator.PlayingExtraAnimation (data._extra_animation); _old_route = route; } }
// Use this for initialization void Start () { Jony = (GameObject.FindGameObjectWithTag ("Jony")).GetComponent<CharacterAnimator>(); Abery = GameObject.FindGameObjectWithTag ("Abery").GetComponent<CharacterAnimator>(); _extra_animator = GameObject.FindObjectOfType<ExtraAnimator> (); _scenario_text = GameObject.FindObjectOfType<ScenarioText> (); _view_camera = GameObject.FindObjectOfType<ChangeCamera> (); _camera_animator = GameObject.FindObjectOfType<CameraAnimator> (); _cv_reference = GameObject.FindObjectOfType<CVManager> (); _se_reference= GameObject.FindObjectOfType<SEManager> (); _start_count = GameObject.FindObjectOfType<StartCount> (); Style = new GUIStyle(); State = new GUIStyleState(); //CSVデータから、ルートごとに分けてテキストデータ等を読み込む var MasterTable = new CSVMasterTable(); MasterTable.Load(); foreach (var Master in MasterTable.All) { //一度データを取り出す。 Scenariodate data = new Scenariodate ( Master.Scenario, Master.WatchTime, (Route)Master.NextRoute, Master.JonyAnimation, Master.AberyAnimation, Master.JonyState, Master.AberyState, Master.CameraNumber,Master.CameraAnimation, Master.ExtraAnimation,Master.SEPetern); //ルートにあわせて保存 switch ((Route)Master.CurrentRoute) { case Route.Main: _Main.Add (data); break; case Route.A: _A.Add(data); break; case Route.B: _B.Add(data); break; case Route.C: _C.Add(data); break; } } // _A.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_B.Add(new Scenariodate("ENDTEXT",0,Route.Main)); //_C.Add(new Scenariodate("ENDTEXT",0,Route.Main)); _cv_reference.Init(); _next_route = Route.NULL; _do_skip_text = false; //UpdateScenerio (Route.Main); }