/* * * void Update(){ * if (Input.GetKeyDown (KeyCode.Z)) { * //debuf * //this.OnTriggerStay2D(null); * } * } * * void OnTriggerStay2D(Collider2D argsCo){ * //Debug.Log ("Enter Collider"); * * //このコライダー停止 * Destroy (this.gameObject.GetComponent<BoxCollider2D> ()); //.enabled = false; * * //GMS.talkingPartLoader ("0-3-0-3"); * * } * */ private IEnumerator stageClear() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); //引き続きコライダーは停止 GMS.setAllCollider2DEnabale(false); Time.timeScale = 1; //パーティクルを使うため1にする GameObject tmpGO = (GameObject)Instantiate(_stageClearCaption); while (tmpGO != null) { yield return(null); } sceneChangeValue sceneCV = sVMS.getNowSceneChangeValue(); // sVMS.addStoryProgresses(enum_StoryProgressType.Step); //新規キャラの追加 GMS.saveBattleResultValues_EnterCharacterFlag(enumCharaNum.suzusiro_03, true, enumCharactorJoinType.sameEnju); GMS.saveBattleResultValues(); //Debug.Log ("gotoStageSelect"); //sVMS.changeScene (sceneChangeStatusEnum.gotoStageSelect); sVMS.setStoryProgress("0-6-0-2"); sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene); }
// // private void forwardStroyProgresses(string argsStr){ // <forwardEvent:[abcd]> string tagMain = argsStr.Substring (1, (argsStr.Length-2)); //カッコの消去 string[] spritStr = tagMain.Split(new string[]{":"}, System.StringSplitOptions.None); //sprit string argsPosi = spritStr[1]; //a以外の進行度が増加した時、必ず下位の進行度は0にする switch(argsPosi){ case "a": sVMS.addStoryProgresses(enum_StoryProgressType.Route); break; case "b": sVMS.addStoryProgresses(enum_StoryProgressType.Progress); break; case "c": sVMS.addStoryProgresses(enum_StoryProgressType.Stage); break; case "d": sVMS.addStoryProgresses(enum_StoryProgressType.Step); break; } }
private IEnumerator missionFailure() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); //コライダーは停止 GMS.setAllCollider2DEnabale(false); yield return(new WaitForSeconds(0.1f)); Time.timeScale = 1; //パーティクルを使うため1にする GameObject tmpGO = (GameObject)Instantiate(_stageFailure); while (tmpGO != null) { yield return(null); } //ステップをリセット sVMS.addStoryProgresses(enum_StoryProgressType.Step, true); sVMS.changeScene(sceneChangeStatusEnum.gotoStageSelect); }
IEnumerator selectedSaveData() { boubleTapFlag = true; yield return(new WaitForSeconds(0.1f)); staticValueManagerS sVMS = staticValueManagerGetter.getManager(); int tmpProgress = sVMS.getStoryProgress(); switch (tmpProgress) { case 7: sVMS.addStoryProgresses(enum_StoryProgressType.Step, true); sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene); break; default: sVMS.changeScene(sceneChangeStatusEnum.gotoBattle); break; } boubleTapFlag = false; }
private IEnumerator stageClear() { staticValueManagerS sVMS = staticValueManagerGetter.getManager(); /* * //会話表示 * sVMS.getNowSceneChangeValue().sceneFileName = "0-1-0-3"; * GameObject tmpGO = (GameObject)Instantiate (_talkPartPerefab); * * // トークシーンが破壊されるまでループして待つ * while (tmpGO != null) { * yield return null; * } * * //引き続きコライダーは停止 * GMS.setAllCollider2DEnabale (false); * */ GameObject tmpGO; Time.timeScale = 1; //パーティクルを使うため1にする tmpGO = (GameObject)Instantiate(_stageClearCaption); while (tmpGO != null) { yield return(null); } sceneChangeValue sceneCV = sVMS.getNowSceneChangeValue(); //例外差分修正 sVMS.addStoryProgresses(enum_StoryProgressType.Step); //Debug.Log ("gotoStageSelect"); sVMS.changeScene(sceneChangeStatusEnum.gotoTalkScene); }
IEnumerator startTargetCall() { float movingFlameSec = 1.5f; float targetX = -6.3f; float targetY = 11f; float pauseFlameSec = 2f; //カメラの移動 Camera.main.transform.position = new Vector3(-8.5f, 2.5f, -20f); GMS.setAllCollider2DEnabale(false); //開始会話 staticValueManagerS sVMS = staticValueManagerGetter.getManager(); sVMS.addStoryProgresses(enum_StoryProgressType.Step); sVMS.getNowSceneChangeValue().sceneFileName = "0-6-0-1"; GameObject tmpTalkObj = (GameObject)Instantiate(_talkPartPerefab); // トークシーンが破壊されるまでループして待つ while (tmpTalkObj != null) { yield return(null); } Time.timeScale = 0f; //作戦目標 missionTargetTitleS _mTTS; GameObject missionTargetCanvas = (GameObject)Instantiate(_missionTargetPrefab); _mTTS = missionTargetCanvas.GetComponent <missionTargetTitleS> (); _mTTS._winDecision.text = "初期配置の敵を撃破せよ"; _mTTS._loseDecision.text = "部隊の全滅"; float tmpX; float tmpY; float tmpPassedSec = 0f; //最初のウェイト tmpPassedSec = 0f; while (tmpPassedSec < 1.5f) { yield return(null); tmpPassedSec += Time.fixedDeltaTime; } /* * * //目標地点までの移動 * tmpPassedSec = 0f; * while(tmpPassedSec < movingFlameSec){ * yield return null; * * tmpPassedSec += Time.fixedDeltaTime; * * tmpX = (targetX / movingFlameSec) * Time.fixedDeltaTime; * tmpY = (targetY / movingFlameSec) * Time.fixedDeltaTime; * * tmpX += Camera.main.transform.position.x; * tmpY += Camera.main.transform.position.y; * * Camera.main.transform.position = new Vector3(tmpX, tmpY, -20f); * } * * // 作戦目標を見せるWait * _mTTS.startArrowMotion (pauseFlameSec); * * tmpPassedSec = 0f; * while(tmpPassedSec < pauseFlameSec){ * yield return null; * * tmpPassedSec += Time.fixedDeltaTime; * } * * * float returnTime = 3f; * * //スタート位置にカメラを戻す * tmpPassedSec = 0f; * while(tmpPassedSec < (movingFlameSec / returnTime)){ * yield return null; * * tmpPassedSec += Time.fixedDeltaTime; * * tmpX = (targetX / movingFlameSec) * Time.fixedDeltaTime * -1f * returnTime; * tmpY = (targetY / movingFlameSec) * Time.fixedDeltaTime * -1f * returnTime; * * tmpX += Camera.main.transform.position.x; * tmpY += Camera.main.transform.position.y; * * Camera.main.transform.position = new Vector3(tmpX, tmpY, -20f); * } * */ //パーティクルを使うので時間開始 Time.timeScale = 1f; GameObject tmpGO = (GameObject)Instantiate(_battleStartCaption); Destroy(missionTargetCanvas); // スタートキャプションが消えるまで待つ while (tmpGO != null) { // トークシーンが破壊されるまでループして待つ yield return(null); } GMS.setAllCollider2DEnabale(true); }
public void changeSenceStageSelect() { //ステップの進行度は必ず0に sVMS.addStoryProgresses(enum_StoryProgressType.Step, true); staticValueManagerGetter.getManager().changeScene(sceneChangeStatusEnum.gotoStageSelect); }