void Makeinstance() { if (instance == null) { instance = this; } }
void Start() { begee = GameObject.Find("bgm"); usr = GameObject.Find("character"); player = FindObjectOfType <controll>(); paused = FindObjectOfType <pause> (); ld = FindObjectOfType <LoadScene> (); sv = FindObjectOfType <GameScore> (); msc = FindObjectOfType <music> (); tutorial = GameObject.Find("tutor"); }
int compare(controll x, controll y) { if (x.score < y.score) { return(1); } else if (x.score == y.score) { return(0); } else { return(-1); } }
// Start is called before the first frame update void Start() { BeadsLength = 30; Vertices = new GameObject[BeadsLength]; edges = new GameObject[BeadsLength]; longedges = new GameObject[BeadsLength]; RibbonsA = new GameObject[BeadsLength]; RibbonsB = new GameObject[BeadsLength]; //球を配置する GameObject prefab; prefab = Resources.Load <GameObject>("Prefabs/Sphere"); for (int i = 0; i < BeadsLength; i++) { Vector3 vec = new Vector3(20 * Mathf.Cos(2f * Mathf.PI * i / BeadsLength), 1.5f, 20 * Mathf.Sin(2f * Mathf.PI * i / BeadsLength)); Vertices[i] = Instantiate <GameObject>(prefab, vec, Quaternion.identity, transform); vertex vtx = Vertices[i].GetComponent <vertex>(); //球の中心座標を決める vtx.Vcoord = vec; //帯の幅方向のベクトルを初期化する vtx.WVector = new Vector3(0f, 1f, 0f); } //コントロールを決める controll ctrl = FindObjectOfType <controll>(); ctrl.cursor = Vertices[0]; //エッジを配置する GameObject shortEdgePrefab = Resources.Load <GameObject>("Prefabs/edge"); GameObject longEdgePrefab = Resources.Load <GameObject>("Prefabs/longedge"); edge edge; for (int i = 0; i < BeadsLength - 1; i++) { edges[i] = Instantiate <GameObject>(shortEdgePrefab, transform); edge = edges[i].GetComponent <edge>(); edge.Vertex0 = Vertices[i]; edge.Vertex1 = Vertices[i + 1]; } edges[BeadsLength - 1] = Instantiate <GameObject>(shortEdgePrefab, transform); edge = edges[BeadsLength - 1].GetComponent <edge>(); edge.Vertex0 = Vertices[BeadsLength - 1]; edge.Vertex1 = Vertices[0]; for (int i = 0; i < BeadsLength - 2; i++) { longedges[i] = Instantiate <GameObject>(longEdgePrefab, transform); edge = longedges[i].GetComponent <edge>(); edge.Vertex0 = Vertices[i]; edge.Vertex1 = Vertices[i + 2]; } longedges[BeadsLength - 2] = Instantiate <GameObject>(longEdgePrefab, transform); edge = longedges[BeadsLength - 2].GetComponent <edge>(); edge.Vertex0 = Vertices[BeadsLength - 2]; edge.Vertex1 = Vertices[0]; longedges[BeadsLength - 1] = Instantiate <GameObject>(longEdgePrefab, transform); edge = longedges[BeadsLength - 1].GetComponent <edge>(); edge.Vertex0 = Vertices[BeadsLength - 1]; edge.Vertex1 = Vertices[1]; //リボンを配置する GameObject ribbonPrefab = Resources.Load <GameObject>("Prefabs/ribbon"); ribbon ribbon; for (int i = 0; i < BeadsLength - 1; i++) { RibbonsA[i] = Instantiate <GameObject>(ribbonPrefab, transform); ribbon = RibbonsA[i].GetComponent <ribbon>(); ribbon.Vvec0 = Vertices[i].GetComponent <vertex>().Vcoord; ribbon.Vvec1 = Vertices[i + 1].GetComponent <vertex>().Vcoord; ribbon.Wvec0 = Vertices[i].GetComponent <vertex>().WVector; ribbon.Wvec1 = Vertices[i + 1].GetComponent <vertex>().WVector; } RibbonsA[BeadsLength - 1] = Instantiate <GameObject>(ribbonPrefab, transform); ribbon = RibbonsA[BeadsLength - 1].GetComponent <ribbon>(); ribbon.Vvec0 = Vertices[BeadsLength - 1].GetComponent <vertex>().Vcoord; ribbon.Vvec1 = Vertices[0].GetComponent <vertex>().Vcoord; ribbon.Wvec0 = Vertices[BeadsLength - 1].GetComponent <vertex>().WVector; ribbon.Wvec1 = Vertices[0].GetComponent <vertex>().WVector; for (int i = 0; i < BeadsLength - 1; i++) { RibbonsB[i] = Instantiate <GameObject>(ribbonPrefab, transform); ribbon = RibbonsB[i].GetComponent <ribbon>(); ribbon.Vvec0 = Vertices[i + 1].GetComponent <vertex>().Vcoord; ribbon.Vvec1 = Vertices[i].GetComponent <vertex>().Vcoord; ribbon.Wvec0 = Vertices[i + 1].GetComponent <vertex>().WVector; ribbon.Wvec1 = Vertices[i].GetComponent <vertex>().WVector; } RibbonsB[BeadsLength - 1] = Instantiate <GameObject>(ribbonPrefab, transform); ribbon = RibbonsB[BeadsLength - 1].GetComponent <ribbon>(); ribbon.Vvec0 = Vertices[0].GetComponent <vertex>().Vcoord; ribbon.Vvec1 = Vertices[BeadsLength - 1].GetComponent <vertex>().Vcoord; ribbon.Wvec0 = Vertices[0].GetComponent <vertex>().WVector; ribbon.Wvec1 = Vertices[BeadsLength - 1].GetComponent <vertex>().WVector; }