public bool event8() { SaveController07 saveController07 = new SaveController07(); saveController07.save_Scene(SaveController.SceneNo.Scene07, SaveController.PlaceNo.Place01); eventController07.loadScene(@"stage08"); Charactor.Restart(); return(true); }
private bool event21() { SaveController08 saveController08 = new SaveController08(); saveController08.complete_Event08_01_MoveWorld(); eventController08.loadScene(@"stage03"); Charactor.Restart(); return(true); }
/// <summary> /// キャラクターの移動 /// </summary> /// <param name="chara"></param> /// <param name="x"></param> /// <param name="y"></param> /// <param name="z"></param> /// /// <param name="range"></param> /// <returns></returns> public bool charaRun(Charactor chara, float x, float y, float z, float range) { if ((chara.transform.position.x > x - range && chara.transform.position.x < x + range) && (chara.transform.position.z > z - range && chara.transform.position.z < z + range)) { chara.MotionWait(); return(true); } else { chara.MotionRun(); chara.runToVector3(new Vector3(x, y, z)); return(false); } }
/// <summary> /// プレイヤーの死亡 /// </summary> /// <returns></returns> public bool playerDead() { if (Player.IsAlive()) { BgmController.GetInstance().playGameOverBgm(true); Charactor.Pause(); Player.Dead(); StartCoroutine(this.DelayMethod(3.0f, () => { Blood.appear(new Vector3(Player.transform.position.x, 0.5f, Player.transform.position.z)); })); } return(Blood.isAppeared()); }
/// <summary> /// キャラクターの向き変更 /// </summary> /// <param name="chara"></param> /// <param name="gameObject"></param> /// <returns></returns> public bool charaTurnaround(Charactor chara, GameObject gameObject, float speed = 0.1f) { float lastAngle = chara.transform.eulerAngles.y; Quaternion workRotate = chara.transform.rotation; // 時間をかけて振り返るように設定 chara.transform.LookAt(gameObject.transform.position); chara.transform.rotation = Quaternion.Slerp(workRotate, chara.transform.rotation, speed); if (lastAngle - chara.transform.eulerAngles.y < speed * 10 && lastAngle - chara.transform.eulerAngles.y > speed * -10) { return(true); } else { return(false); } }
private bool event1() { Charactor.Pause(); eventController.Player.Idle(); return(true); }
private bool event5() { eventController07.loadScene(@"stage_end03"); Charactor.Restart(); return(true); }
public bool event4() { Charactor.Restart(); eventController.playerRevived(); return(eventController.loadScene(GetLoadScene())); }
protected bool event1() { Charactor.Pause(); eventController08.Player.Idle(); return(true); }
protected bool event22() { Charactor.Restart(); return(true); }
/// <summary> /// プレイヤーの復活 /// </summary> /// <returns></returns> public bool playerRevived() { Charactor.Restart(); return(true); }
/// <summary> /// キャラクターの移動 /// </summary> /// <param name="chara"></param> /// <param name="x"></param> /// <param name="y"></param> /// <param name="z"></param> /// <returns></returns> public bool charaRun(Charactor chara, float x, float y, float z) { return(charaRun(chara, x, y, z, 5.0f)); }